1-190160RANK AND FILE:Horse and Musket for 1740-1900
Easy to pick with extensive optional and advanced rules as well as period specific rules. Figures are stand based but the rules allow any basing & scale convention. Full color, play aids. 1 vol, 68 pgs
2012 UK, NORTH STAR
NEW-softcover ......$30.00

1-190684BLACK POWDER: Zulu
This lavish 92-page supplement chronicles such legendary battles as Isandlwana, Rorke's Drift and Ulundi. Zulu! brings you not only the background for these momentous battles but other, less well known conflicts as well as rules and force listings - all wrapped up with the usual photographs of beautifully painted miniature and armies! 1 vol, 92 pgs
2013 UK, WARLORD GAMES
NEW-softcover ......$32.00
discount: :10%

1-191620RATE OF FIRE:World War II Skirmish Rules
ROF is a set of WWII skirmish rules suitable for 15mm to 40mm figures. Each player can quite easily control 30-40 figures. The rules deal primarily with infantry. Player aids/charts, 3 scenarios. 1 vol, 64 pgs
2012 UK, NORTH STAR
NEW-softcover, full color ......$30.00

1-191621RATE OF FIRE:World War II Skirmish Rules-AFV Supplement
The AFV supplement is an expansion for the Rate of Fire World War II skirmish rules. This 48-page book covers tanks, soft vehicles, halftracks, SP guns, artillery, anti-tank guns as well as infantry guns and weapons.

New rules cover vehicle hit locations, specific crew positions and survival roles, special ammunition types, HE and small arms against soft targets as well as artillery against AFV's. Inside you will find over 500 separate vehicle data sets for German, US, British and Commonwealth, Japanese, Russian, Polish, and Italian forces. Each vehicle has details of its main and secondary weapons, front and sides/rear armor factors for hull and turret, three speed brackets, crew numbers, positions and tasks as well as special notes and equipment.

This Rate of Fire AFV supplement has plenty of information that can be used with other WWII games but it is not a complete set of rules on its own. You'll need a copy of the main Rate of Fire WWII Skirmish Rules to gain the most from this supplement. 1 vol, 64 pgs
2012 UK, NORTH STAR
NEW-pb ......$26.00

1-191990The American Civil War - A Rank & File Supplement
The American Civil War supplement for Rank & File includes a historical background to the war as well as game aids that can be used with any rules system. There are optional and period specific rules as well as detailed weapon statistics, command ratings and army organization.

Almost 1000 leader ratings for both sides of the conflict and army lists that are broken down by theater and year allow players to design their own scenarios, create balanced forces for pick up games or calculate troop quality and strength for historical battles.

This supplement adds a further level of detail to the command and control aspect of Rank & File with a comprehensive order system that takes account of leader ratings, orders issued, distances and staff quality. Optional army morale rules allow large or small games to be played to a definite conclusion within an evening. This allows players to game larger conflicts with all of the problems and uncertainty of command that was a factor in so many ACW battles.

While much of the material included is of use with any rules system a copy of the Rank & File rules are required to gain the most from this supplement 1 vol, 48 pgs
2012 UK, NORTH STAR
NEW-softcover ......$26.00

1-193140Washington's Army: Rules for the AWI
WA shares the same skeleton as the samurai (BAW) and CWB (ACW) sets. Players each bring a points based army to the game. The game generates the scenario by way of considering player's enthusiasm for being the attacker and his leanings in events. The basic unit is the infantry battalion. All mechanisms use standard 6-sided dice. Usually along the lines of 'three bases shooting, therefore roll 3 dice.' No paper record keeping. Casualties, disorder, etc. is shown by adding markers to the unit. Game usually last about six turns. Played on a 5 x 3-foot table. Measurements in inches. Musket range 10 inches. Units are motivated and then use action points. Victory is based upon objectives, destruction of units and ground taken. WA only covers AWI. Peculiar to this set are off-table flankers, riflemen, Indians, and a lot of scenery. A typical army of about 200 figures might consist of 9 foot units, 1 cavalry unit, 1 field gun and 4 mounted commanders. 1 vol, 211 pgs
2010 UK, PETER PIG
NEW-hardcover ......$36.00

1-193150Battles in the Age of War: Samurai Battles
These are the battles with samurai and ashigaru troops as seen in Ran and Kagemusha. The armies look a lot like the one lead by Tom Cruise in the 'Last Samurai.' The rules use the same skeleton as other Peter Pig Rule Sets

The game is played on a 5 x 3-foot table. Units are motivated, they carry out actions and then you move on to the next unit. The opponent has opportunity shooting and the ability to react to charges etc. Rules include Pre Battle campaign, challenges, victory points, troop point costs and historical battles. 1 vol, 211 pgs
2010 UK, PETER PIG
NEW-hardcover ......$36.00

1-194031TURNING TIDE - The allied Invasion of France June-Septemeber 1944
Turning Tide is a 244-page, hardback book containing 16 British and 22 American intelligence briefings, of which 17 of these are new, never before published briefs.

Build your army as a beach landing force to overcome the German fortifications or command one of the armored spearheads that pushed into Normandy and Brittany.

In the early hours of June 6, 1944, Allied landing craft chugged across the English Channel towards the beaches of Normandy. As morning broke along the French coast, D-Day sent tens of thousands of Allied soldiers ashore to begin the liberation of Europe and the turning of the tide. 1 vol, 244 pgs
2010 UK, BATTLEFRONT USA
NEW-hardcover ......$50.00
discount: :10%

1-194032EARTH & STEEL - The German Defence of France June-September 1944
Earth & Steel is a 216-page, hard back book containing 31 German intelligence briefings, of which 10 of these are new, never before published briefs.

As the German commander, prepare your defenses and rally reserves to prevent the Allies from gaining a D-Day beachhead. Everything from beach fortification units to Tiger tank companies is at your disposal, although it seems like you never have enough men, tanks, or material. And if they do get ashore despite the bunkers and pillboxes of the Atlantic Wall, hurl them back into the sea with powerful panzer counterattacks. 1 vol, 216 pgs
2010 UK, BATTLEFRONT USA
NEW-hardcover, Inventory Reduction Sale - limited quantity available ......$50.00
discount: :30%

Troop morale is vital but troop discipline is a separate characteristic and can be just as important

Units have profiles to determine how good they are but may also have Unit Special Rules such as Cantabrian Circle (Skythians), Expert Swordsmen (Legionaries) and Shieldwall (Saxon infantry) to name a few.

Different weapons are well represented according to their historical uses - the pilum is used as a thrown weapon before combat disrupting the enemy formation, and the pike enables more attacks but suffers if the unit is pushed back in combat.

THE ARMY LISTS:

In the rulebook will be lists for the Early Imperial Romans and its enemies in the west - Ancient Germans, Ancient British, Caledonians, and Dacians.

The first army list book will cover Early Achaemenid Persia to the death of Alexander.

Many army lists will be free to download from the web. They will be official but will be living lists reviewed by us and the wargaming community. Some of these will go to print but many will stay on the website as free downloads.

The rulebook also contains rules for four different scenarios including elements such as terrain placement, terrain types, army initiative and flanking maneuvers. 1 vol, 192 pgs
2011 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$45.00

1-195560MARCH ATTACK: Napoleonic Wargame Rules
March Attack is presented as an 80-page A4, full-color, perfect-bound book. The rules are designed to allow players to fight large battles with battalion sized units in a reasonable amount of time.

Command and control, orders, and morale for large formations are combined with easy to learn tactical game mechanics so that battles of a corps or more a side can easily be fought by a few players during an evening. Each unit on the table represents a battalion of infantry, regiment of cavalry or battery of artillery.

A ground scale of 1 inch to 60 yards, one turn representing 20 minutes and fast paced strategic movement rules mean that battles play out at a realistic rate. Combat is dealt with in a manner that allows large numbers of units to be fielded and the interaction between strategic movement and tactical combat allows for a fast paced game that keeps a good level of detail.

Seven different training and morale levels combined with the historical strength of a unit introduces the concept of 'Combat Value'. This ties together all of the tactical rules and ensures that troop quality, more than just luck or buckets of dice, plays an important part in every battle. 1 vol, 80 pgs
2011 UK, CRUSADER PUBLISHING
NEW-softcover ......$35.00

1-196520POLEMOS SPQR: Ancient Rules
Polemos SPQR covers the period of dominance of the professional Roman legionary from the late Republic to the reign of Marcus Aurelius. This 300-year period saw the rapid expansion and consolidation of the Roman Empire and brought the legions into conflict with opponents from Scotland to Syria.

It is also a period peopled my larger than life characters and individuals with Sulla, Julius Caesar, Pompey, Augustus, Mithridates IV, Varus, Caractacus, and Trajan all making their appearances.

Includes army generators and scenarios, and, is a self-contained set with no supplements needed. 1 vol, 76 pgs
2011 UK, BACCUS 6MM LTD
NEW-softcover ......$30.00

1-198160PIKE & SHOTTE - Battles with Model Soldiers in the 16th and 17th Centuries
Rules covers English Civil War, Thirty Years War, the Italian Wars, Tudor Wars in the British Isles, and the War of the Grand Alliance.

The format of the inner pages will be a familiar one to those who already own Hail Caesar and Black Powder rulebooks - loads of eye candy to back up the rules! 1 vol, 208 pgs
2012 UK, WARLORD GAMES
NEW-hardcover ......$48.00
discount: :10%

1-198161PIKE & SHOTTE: The Devil's Playground Supplement
The Thirty Years War was a series of conflicts that ravaged large areas of Europe, especially the German provinces, from 1618 to 1648. These conflicts centered on the Habsburg Holy Roman Emperors, Ferdinand II and Ferdinand III, and their opponents. Although viewed by many as a religious war between Catholic and Protestant nations, its roots and causes were also politically motivated. The combination of religious fervor and the political ambition of the European superpowers were to pit vast armies and mighty leaders against each other. The devastation caused by decades of fighting had truly turned Europe into the 'Devil's Playground'.

This supplement for Pike & Shotte describes the history, armies, personalities and battles of the Thirty Years War. Included are scenarios based on some of the famous battles and army lists for the main protagonists.

A copy of the Pike & Shotte rulebook is required to use this supplement. 1 vol, 208 pgs
2015 UK, WARLORD GAMES
NEW-softcover ......$32.00
discount: :10%rct

1-1994010BOLT ACTION: Ostfront
Take charge of Operation Barbarossa and drive towards Moscow or command the steadfast defenders of the Soviet Union. From the early battles for Leningrad and Sevastopol to the tank clash of Kursk and the bitter urban warfare of Stalingrad, this new Theater Book for Bolt Action provides wargamers with new scenarios and special rules that give them everything they need to focus their gaming on the Eastern Front. 1 vol, 112 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover, available mid February 2015 ......$30.00
discount: :15%

1-1994011BOLT ACTION: Empires in Flames - The Pacific and Far East
Far from the battlefields of Europe and North Africa, Allied forces fought a very different war against another foe, from the jungles of Burma to the islands of the Pacific and the shores of Australia.

This new Theatre Book for Bolt Action allows players to command the spearhead of the lightning Japanese conquests in the East or to fight tooth and nail as Chindits, US Marines and other Allied troops to halt the advance and drive them back. Scenarios, special rules and new units give players everything they need to recreate the ferocious battles and campaigns of the Far East, from Guadalcanal to Okinawa, Singapore, the Philippines, Iwo Jima and beyond. 1 vol, 104 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00
discount: :15%

1-1994012BOLT ACTION: Germany Strikes
In 1939, Germany shattered the peace of Europe with a lightning-fast strike against Poland. The next year, it captured Denmark and Norway, before launching its famous Blitzkrieg against France, Belgium and The Netherlands. In less than two years of fighting, Nazi Germany became the master of mainland Europe.

This new Theatre Book for Bolt Action allows players to command armies of German tanks driving across the continent or to lead the desperate defense of the outgunned Allied armies. New scenarios, special rules and units give players everything they need to recreate the devastating battles and campaigns of the early war in Europe, including the fall of Poland, the breaking of the Maginot Line and the dramatic retreat to Dunkirk. 1 vol, 104 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover, available late July 2015 ......$30.00
discount: :15%

1-1994013BOLT ACTION: Duel in the Sun - The African and Italian Campaigns
With Duel in the Sun, players can take command of the doughty Desert Rats of Montgomery's 8th Army, the fast-moving and hard-hitting raiders of the Long Range Desert Army (LRDG), or Rommel's mighty Afrika Korps, to recreate some of the most iconic battles of World War II - Operations Compass, Crusader and Torch, Tobruk, and Alamein, amongst others.

Offering scenarios, special rules and new troop types, this Theater Book for Bolt Action also takes players across the Mediterranean from North Africa, where they can follow the Italian Campaign from the invasion of Sicily, through the battles for Anzio and Cassino, to the final assaults on the Gothic Line. 1 vol, 136 pgs
2016 UK, OSPREY PUBLISHING
NEW-softcover, available mid February 2016 ......$30.00
discount: :15%rct

1-199416BOLT ACTION: Armies of France and the Allies
This latest supplement for Bolt Action covers the WWII armies of France, Poland, Czechoslovakia, Denmark, Norway, Holland and Belgium that stood against the German Blitzkrieg, as well as the resistance forces that sprung up in the aftermath of occupation. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-199417BOLT ACTION: Armies of Italy and the Axis
While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Bulgaria, Romania, and Finland. Fight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for Bolt Action. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-199418BOLT ACTION: Tank War
Tank War, the new supplement for Bolt Action, gives players the option to expand their games to a whole new level - armored warfare. Recreate such great engagements as the battle of Kursk with the scenarios, army options and special rules found in this book. Whether you want to add more armour to your existing armies or build an entirely armored force, Tank War has you covered.

1-199419BOLT ACTION: Battleground Europe - D-Day to Germany
Take the fight to the enemy with this new theater book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the European Theater of Operations. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect. 1 vol, 96 pgs
2014 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00
discount: :15%

1-200180NORMANDY BATTLES: Wargaming D-Day & Beyond (Flames of War)
Normandy Battles contains the best scenarios from the original D-Day series of books, as well as the Battlefront Studio's favorite web scenarios, and updates them for the third edition of Flames Of War, and the two D-Day compilations: Turning Tide and Earth & Steel. Normandy Battles also includes rules for airborne landings and amphibious assaults, allowing your forces to wage war from the land, sea and sky. The revised Total War rules put a new twist on larger games, giving your battalions additional abilities, and allowing you to field entire support companies. 1 vol, 112 pgs
2012 UK, BATTLEFRONT USA
NEW-softcover ......$12.00

1-200190DEUS VULT: Medieval Rules
The rules of Deus Vult allow you to recreate the flavor of medieval warfare on your tabletop, in a game that is both fun and highly tactical. Brave, crusading knights and their men-at-arms take on the defenders of Islam. In this book, you are going to find:

* The Rules of War: Including rules for creating character leaders for your army's divisions, for scouting and seizing the best terrain on the battlefield, and for fighting a battle of wit and nerve against your opponent. * Battle Scenarios: A series of different types of engagement, from the classical pitched battle to more complex layouts, which can be used to play challenging battles. * Mustering an Army: Rules for organizing your models into an army, including two full army lists for the Early Crusader States and the Arab Dynasties, plus a range of sample units from other armies of the medieval period. * Fighting for God: Historical information and a detailed map describing the onset of the Crusades in the Holy Land. * The Battle of Samosata: The illustrated narration of one of our own games.* Customizing Your Battles: Guidelines and useful tips for running different games of Deus Vult, including tournaments, as well as useful playing aids. 1 vol, 192 pgs
2012 UK, NORTH STAR
NEW-hardcover ......$58.00

The Legend of Dead Man's Hand is the campaign source book in which players take a gang of dirty rotten, no-good crooks or a posse of untried but honest, good men and endeavor to make their mark on the Old West. Rivals develop business schemes or criminal enterprises, gain skills and experience, expand the size of their respective bands, and engage in plenty of Wild West gunplay in their rise to glory or descent into an early grave (or the bottom of a bottle).

The Legend of Dead Man's Hand contains rules for running multi-player campaigns, 11 new scenes (including multi-gang shootouts) and four new gang types: Banditos, Renegade Indians, 7th Cavalry and Pinkertons. The book comes with a deck of 16 special cards for the four new gang types. 1 vol, 48 pgs
2014 UK, GREAT ESCAPE GAMES
NEW-softcover ......$33.00

1-201342DEAD MAN'S HAND: Down Under Rules
Dead Man's Hand Down Under takes place in Australia at the same time as the US Wild West frontier. Although the geography has changed to the frontier towns of Australia, the motivations of men remain the same. The land is as hard and unforgiving as the Old West and so are the people. The Bush-rangers battle with the State Police and legends like Ned Kelly are born.

So neck your glass of Smokey Rum, give your Sheila a kiss, grab your gun, and get in to the fight. Contains 12 new scenes and three new gang types: State Police, Bush-rangers, and the Kelly gang. 1 vol, 36 pgs
2015 UK, GREAT ESCAPE GAMES
NEW-softcover, available late April 2015 ......$24.00

1-201650CAPITAN - Skirmish Rules for Napoleonic Small Units
CAPITAN rules are set in the Napoleonic era and designed to play confrontations between small groups of troops such as recon patrols, convoy escort, convoy attack, reconnaissance in enemy territory, intelligence missions, border attacks, and all those situations which were given to selected troops of a unit. In the CAPITAN situations, the individual action of small groups and the direct commands of their officers is most important.

The rules are designed to use 18mm figures. Figures base can be individually or grouped in a base.

Command figures, standard bearers, musicians and ushers equal one man in other cases a figure is roughly equivalent to three soldiers. What makes a unit of 8-12 figures represent a section and three units to a company or squadron.

Each turn equals about three minutes of actual activity. The ground scale is equal to 1/100 m.

CAPITAN has an innovative construction system of units. Regulations usually have built army lists in which, depending on nationality, each of the different units have special characteristics.

In CAPITAN, multiple units can be variable depending on the nationality and the participation campaign. Instead of posting endless army lists, we created an online constructor of units, allowing each player to configure their units by nationality, and campaign experience. 1 vol, 48 pgs
2013 SPAIN, WARMODELLING MINIATURES
NEW-dj ......$39.00

1-201670MASTER & COMMANDER: Napoleonic Naval Combat Rules
Naval warfare in the late 18th century was the apotheosis of the ships of the line and frigates. Britain, Spain, and France perfected the designs of their vessels in order to achieve perfect sailing and gunnery platforms that combined good sailing characteristics with artillery power.

Highlighted: The great ships of the line, called three-deckers, had three decks with a number of guns varying between 98 and 114, and were the true battleships of the era. Although their sailing and maneuvering capacity was very limited, they could inflict and endure great punishment.

The 74-gun ships, ships of two decks, had good sailing ability and powerful gunnery, and were the backbone of the fleets of the line. 1 vol, 48 pgs
2013 SPAIN, WARMODELLING MINIATURES
NEW-dj ......$42.00

1-202390BY FIRE & SWORD: Rulebook (Pike and Shot Period)
400-page, full-color hardcover book in A4 format (Weighs about 5 pounds!). The book is printed on heavy paper and will stand up to extensive use. Contains:

* Complete 17th Century Pike and Shot Period rules with extensive illustrations, diagrams, and examples.* A painting and modeling tutorial to help prepare your miniatures for gaming.* Numerous skirmish scenarios as well as rules to play varied large battles.* Short stories introducing the historical background to the reader.* Multiple illustrations by leading Polish graphic artists.* Photos of various reenactment groups from Poland and abroad.* Includes historical background, unit stats and army lists of the following warring nations in the 1648 - 1676 period: Polish-Lithuanian Commonwealth, Kingdom of Sweden, Ukrainian Cossacks, Ottoman Empire, Crimean Khanate, and Tzardom of Russia.

1-202391THE DELUGE: Northern War 1655-1660
The supplement focuses on the events of the Northern War of 1655-1660 and introduces many changes and new elements into the game. First and foremost, three new armies make an appearance.

Transylvania: The army of prince Rakoczi, the ruler of Transylvania is coming from the South. Fast cavalry units are raiding Polish lands and the main forces of the prince are marching to meet their Swedish allies.

The Holy Roman Empire: The soldiers of this army have some old grudges to settle with the Swedes, defeats of the Thirty Years War are still fresh in their memory. Led by experienced generals, the imperial cuirassiers, knechts and dragoons come to aid the Commonwealth and Denmark.

Brandenburg: the Great Elector is playing a tricky political game by maneuvering between the warring parties. The Brandenburg-Prussian army is gathering precious experience on the battlefields of Poland, Prussia and Denmark.

Next, you will find new rules, units, and unit structures for some of the already published armies, a comprehensive historical introduction, many new astounding pieces of art and photographs, and more. The main forces of the conflict, that is the armies of Sweden and the Polish-Lithuanian Commonwealth, are extensively restructured, taking into consideration the characteristics of this conflict. Both armies receive new Skirmish and Division levels lists. 1 vol, 200 pgs
2014 POLAND, BY FIRE AND SWORD
NEW-hardcover ......$60.00

1-204750WITH WASHINGTON TO GLORY: Rules for the AWI 1775-1784
Tactical system for wargaming the American Revolution that covers the period from 1775 thru 1784 at the brigade level. Some of the features include: game representing 20,000 men to be completed in three to four hours. Can be used with any scale and no rebasing needed. Features HRG's Terrain Generation system. Follows historical organization and unit capabilities. Includes Battle of Newtown Scenario. Rated Leaders and Point system included. 1 vol, 70 pgs
2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-204760SCUTARII: BROADSWORD ANCIENTS
SCUTARII is a complete Miniatures System for the Age of Antiquity. Covering the period from 3000 BC to 1450 AD, SCUTARII brings to gamers a fast paced system with all the detail designed to resolve large scale battles within three to four hours. Covers all the major and minor weapons and tactics 2nd Edition includes new scenarios. Can use any basing and Scale from popular rule sets. Designed for Scenario and Tournament Play. Complete Point system & various optional rules. Popular Army Lists included. Four Complete Scenarios included: MARATHON, ASCULUM, CALLINICUM, and BIBRACTE. Conversion tools for using popular Army lists from other rules. 1 vol, 52 pgs
2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-206380BARBAROSSA: Flames of War
History of Operation Barbarossa, the German invasion of the Soviet Union in 1941, plus history of the Battle for Moscow and the Soviet counter-strike against the German forces attacking their capital.

Options to field three German tank companies: Leichte Panzerkompanie, Mittlere Panzerkompanie, and Czech Panzerkompanie. You can field mobile infantry with a Panzerschutzenkompanie, Schutzenkompanie, and Kradschutzenkompanie. You can also field motorized and foot infantry with a Heer or SS Infanteriekompanie.

1-207710NACHTJAGER: The Battle For Northern Germany
Flames of War supplement. The British Army is at the Rhine, ready to cross into Germany. Opposing them are the resolute troops of the German navy personnel and the newly raised Panzerdivision 'Clauswitz'.

When the hammer falls in late March 1945, fierce night battles erupt all along the front. Small gaps are created through which fly new better armored and upgraded gun turrets of the Comet tanks, the pinnacle in British cruiser tank design. However, the night-fighters of Panzerdivision 'Clausewitz' with their infra-red equipment await them in the shadows. History of the battles for Northern Rhine and additional rules for night fighting. 1 vol, 81 pgs
2015 UK, BATTLEFRONT USA
NEW-softcover, available late February 2015 ......$20.00
discount: :10%

1-208060BROWN WATER NAVY
This FOW book cover the river fighting in the delta's and allows you to fight a completely new style of Vietnam game. With a complete range of riverine boats to choose, from the little PBR's to the big CCB Monitors these boats give your US forces the ability to assault the river banks and carve their way into the jungle. Never one to make it easy for the US, the VC have a few tricks up their sleeves. 1 vol, 80 pgs
2015 UK, BATTLEFRONT USA
NEW-softcover ......$20.00
discount: :10%

1-208580SQUADRON COMMANDER: Small Naval Actions 1700-1830 2nd edition
Gunboat, our original 15mm Napoleonic small-naval-action ruleset, has grown and, with this second edition, has become Squadron Commander in an updated form. The game has been re-scaled for better playability, and is supported by a whole range of miniature crews and ships that are available in 10mm scale exclusively from our online shop. With the re-scaling, players will be able to play on a smaller game table with smaller gunboats or on a larger table with cutters, brigs of war, sloops, corvettes, frigates, Xebecs, and much more.

1-208810TERCIOS: 30 Year Wars Rules
Miniatures ruleset for large scale battles with set in the Thirty Years War.

The Thirty Years War was a devastating conflict that plunged Europe into a maelstrom of clashes on an unknown scale at that time, leaving desolate states and ruined nations in this wake.

During these times Tercios, those fearsome Spanish formations, steadfastly defended the old values against the menacing military reforms. These were the last days of a military dominance that had held for more than a century, Still, they would enjoy quite a few victories, perhaps more a professionalism and stubbornness rather than by outstanding tactics, allowing Tercios to seal a beautiful end to the use of that formation, evoking nostalgia of old glories.

With this rules you can recreate those glorious battles of old, commanding heroic armies while enjoying your collection of miniatures.

1-208811Kingdoms - Expansion for Tercios
Kingdoms is an update for Tercios, adding new factions to the Thirty Years War, and options for existing factions. Forces range from the English Parliamentary and Royalist forces, to Ottoman Empire and Cossacks. 1 vol, 72 pgs
2015 UK, NORTH STAR
NEW-pb, available late November 2016 ......$23.00rct

Trireme is a game of tactical naval combat, focused on the simulation of combat between small fleets of galleys, rather than great naval engagements.

The objective of the simulation is combat between a few galleys in situations such as combat patrol, merchant escort, counter-piracy actions, and pirate assaults, etc. A game is best played with two to four galleys per player. 1 vol, 28 pgs
2015 SPAIN, CAPITAN GAMES
NEW-softcover ......$32.00

1-208930FLAMES OF WAR: BERLIN
Fighting for Berlin was a brutal slugfest where every trick the Germans could play to slow the Soviet advance was used. The Soviets were on the doorstep of victory and had to see it through no matter the cost and the ensuing battle is one of histories bloodiest ending the war in Europe.

Both forces have some unique equipment used for this final battle from the German Kleinpanzer Wanze and Waffentrager. 1 vol, 80 pgs
2015 UK, BATTLEFRONT USA
NEW-softcover ......$20.00
discount: :10%

1-209600SABRE SQUADRON: Company-level wargaming from the Cold War to the Digital Age.
Cover all the important factors including helicopters, guided missiles, the latest armor, engineering, drones, and electronic warfare.

Emphasizes troop quality and the importance of the right tactics - the successful commander will use technology but not be a slave to it. Although this is a mechanized era we don't forget the infantry so one can go to Goose Green with 2 Para as well as to 73 Easting with 2ACR, and there are specific rules for urban combat.

Focuses on the five main elements of Modern warfare:* Speed - Speed of maneuver, speed of communications, and speed of decision-making* Lethality - If it can be seen it can be killed, but being seen doesn't mean it has to be hit* Technology - Minor advantages can be significant, but one shouldn't get bogged down with details* People - Training and leadership are vital if any weapons are to be used effectively* Position - Defenders will fire first, but a static defence can be found and destroyed 1 vol, 144 pgs
2015 UK, SABRESQUADRON
NEW-hardcover ......$55.00

1-209880DESPERADO: Skirmish Gaming in the Old West
Originally published in 1992, Desperado has become the most beloved Old West miniatures game of all time. Simple and light-hearted, it is the ideal game for conventions and large groups of people who are more concerned with having fun than winning at all costs. This edition includes the original rules verbatim, with additional house rules, design notes, photos, and modeling reference from Knuckleduster Miniatures. 1 vol, 66 pgs
2015 US, KNUCKLEDUSTER
NEW-softcover ......$30.00rct

1-209970TEAM YANKEE: Rules -- Flames of War World War Three
Team Yankee Flames of War World War Three is based on the novel by Harold Coyle of the same name.

Rulebook is 120 pages long and includes the background and complete US and Soviet forces and scenarios from the novel. Similar to FoW, but faster paced, more streamlined rules that do not attempt to define every situation, more cards, fewer special rules, and includes tournament play.

1-2099703TEAM YANKEE: Leopard - West Germans in Team Yankee
Leopard: West Germans in World War III covers West Germany, including Hauptmann Muller's Kampfgruppe of Leopard 2 tanks and their brave defense of Northern Germany against the Soviet invasion.

The 48-page full-color hardback book contains: Background on the West German army, Panzer Division 1, and Kampfgruppe Muller; Instructions on how to build a Panzer, Panzergrenadier, or Panzeraufklarungs company; Three scenarios to test your skills with your West German force; and A detailed painting guide to help you prepare your West Germans for combat. 1 vol, 48 pgs
2016 UK, BATTLEFRONT USA
NEW-hardcover, available mid July 2016 ......$20.00
discount: :10%rct

1-2099704TEAM YANKEE: IRON MAIDEN - British Army in WWIII
Team Yankee supplement covers the British Army and possible Cold War battles against the Soviets. Includes: Armored Squadrons featuring the mighty Chieftain Tank, Mechanized Companies of soldiers riding into battle in their FV432 Transports, Airmobile Companies flown into battle in their Lynx Helicopters, Recce Squadrons on the prowl in their Scorpion or Scimitar Light Tanks bleeding the Soviets white for every inch of ground they advance, and a slew of support units including the deadly Harrier Jump Jets. 1 vol, 48 pgs
2016 UK, BATTLEFRONT USA
NEW-pb, available mid October 2016 ......$20.00
discount: :10%rct

1-210030PBI COMPANY COMMANDER
Includes all the rules for WWII company-level wargaming. A US Normandy period force would be 3 platoons of infantry and 3 Shermans. A raw Russian company would have 5 platoons of infantry, 1 MMG platoon, and a trio of T34 tanks. Close assault is bloody with a multiple of d6s being rolled. FYI: PBI stands for Poor Bloody Infantry. 1 to 1 figure representation. 1 vol, 142 pgs
2015 UK, PETER PIG
NEW-softcover, available early December 2015 ......$34.00rct

1-210031PBI COMPANY ARCHITECT
This is the list, organization, and composition of companies for PBI Company Commander. The game is set in the WWII period 1939 to 1945. Base size not important. 1 to 1 figure representation.

The game is designed with an emphasis on infantry action. Tanks can be used in support, but its perfectly feasible to have an army with no tanks. There are clever mechanisms in play to make a combined infantry force with tank support struggle against an all infantry force. 1 vol, 97 pgs
2015 UK, PETER PIG
NEW-softcover, available early December 2015 ......$26.00rct

1-210270IRON CROSS: WWII Wargaming in Miniature (For 15mm, 20mm, and 28mm Scales)
Iron Cross uses a dynamic activation system which means players are always involved and constantly faced with tactical decisions. Playable in any scale, forces represent formations from company to battalion size. This book contains the rules, scenarios, and orders of battle for German, US, British and Soviet forces from 1944-45 in the European theater of operations.

A typical Iron Cross force battle pits forces from company to battalion size against each other. Inattacker vs defender scenarios, there is a sizable disparity.

Iron Cross asserts it is compact, easy to learn, and has tons of decision making, tension, and tactical nuances. It says it is better than anything on this scale and gives you a game that feels like WWII and looks like WWII. It's a game that gamers can quickly pick up, without the extra padding in other WWII games to enable the player to concentrate on close quarters engagements between opposing forces of tanks and infantry. 1 vol, 32 pgs
2015 UK, GREAT ESCAPE GAMES
NEW-softcover, full color - available late December 2015 ......$22.00rct

1-210890GUNG-HO: US Marine Corps in the Pacific -- Flames of War
The first book for Flames of War's foray into the Pacific Theater (PTO) looks at the long and distinguished history of the US Marine Corps, its involvement in the major engagements of the Pacific war and how you can field your own Marine Companies. The 50-page volume, full color as always, also gives you rules for Amphibious Assaults and a couple of new missions for using these rules, Island Landing and Atoll Landing, both similar but with subtle differences.

With the new missions, you've now got the opportunity to re-fight the island engagements that are the hallmark of the PTO. In fact, you've got suggested missions in the book to enable you (in conjunction with Banzai) to re-fight The Battle of Saipan and Operation Iceberg; the invasion of Okinawa.

The volume is full of historical information on the Marine Corps itself, from its inception in 1775 through to WWI and also its organization during WWII. There is information on the whole Marine campaign in the Pacific as well. Even if you're not a history buff, this makes for some interesting reading and is great background for anyone interesting in the Corps.

Gung Ho effectively allows you to field three different companies; a Marine Rifle Company, an Amphibian Tank Company and a Marine Tank Company. You have the option of fielding the units as either PTO companies, with corresponding points, or field them in any LW period and again, the corresponding points are listed. This, in my opinion, is a great addition to the book and means that you're not limited to simply running Marines against their Japanese counter-foes. You could look at all manner of different options in LW to pit the Corps against. 1 vol, 48 pgs
2016 UK, BATTLEFRONT USA
NEW-pb, available early March 2016 ......$20.00
discount: :10%rct

1-210900BANZAI: Imperial Japanese Forces in the Pacific -- Flames of War
To compliment the release of Gung Ho, Battlefront is releasing Banzai to give those Marines someone to fight against. While the Japanese were introduced to Flames of War with the release of Rising Sun, this time they really have a more Pacific feel to them, despite the similarities in the companies available to you.

As with Gung Ho, there is a really great run-down of the Japanese campaigns in the Pacific starting with Pearl Harbor in 1941 right through to Okinawa and the ultimate defeat of the Imperial Japanese Army and Navy at the hands of the Americans.

The run-down of Japanese special rules is very comprehensive and fits well with the tactics that Japanese players are likely going to have to employ. Many of the rules have appeared in Rising Sun and they're here as well, including the Hell by Day, Paradise by Night rule that allows the Japanese to Always Attack at Dawn, which will make things difficult for the Marines.

1-211060OPEN COMBAT: Rules for Fighting Miniature Battles
Open Combat puts you in command of a warband of fighters led by their charismatic (or frightening) leader as they match themselves against their foes. Who the combatants are and what they are fighting about is down to you, your miniature collection and what you have the 'itch' to play. Suitable for any pre-gunpowder historical period or fantasy setting. Create the heroes, adventures, and battles of your imagination.

* Use any miniatures & terrain you have* Only a small area required (24x24 inches)* Suitable for pre-gunpowder historical periods and fantasy settings* Customize the characteristics of your fighters, 'stat' them any way you like* Fast setup and play time (30-40 minutes) 1 vol, 102 pgs
2016 UK, SECOND THUNDER
NEW-hardcover ......$50.00rct

1-211140THE CHICAGO WAY: Rules
In The Chicago Way you control a gang of driven men determined to achieve their goals no matter the cost. Choose from hard-nosed Gangsters, two-bit gangs of Moonshiners, unswerving Prohibition Agents, or bright-eyed squads of Police officers. Campaigns in The Chicago Way represent a season of violent activity as the 'good guys' and 'bad guys' tussle for control of their patch against rival bootleggers, or to sweep the streets clean of the criminal fraternity.

The Chicago Way is the 28mm skirmish game in Prohibition era United States from Great Escape Games. With an accompanying range of 28mm miniatures, vehicles and pre-painted buildings, players can gun down the opposition as they vie for control of the city. The Chicago Way rule book provides all the rules to play, four competing factions, and a campaign system in which your characters gain skills and your boss exerts his influence over his rivals.

The rule book comes with a 54-card deck of cards and an A3-sized campaign map. 1 vol, 48 pgs
2016 UK, GREAT ESCAPE GAMES
NEW-pb, available late April 2016 ......$35.00rct

1-211150MARLBURIAN COMMANDER
Adapted from Napoleonic rules set Divisional Commander for Marlburian era of linear formations and rigidity of units. Starting with the War of Spanish Succession, battlefield command evolved with more flexible formations and tactics to gain in firepower and control. 1 vol, 56 pgs
2016 SPAIN, CAPITAN GAMES
NEW-pb, available late April 2016 ......$34.00rct

1-211810GRAND BATTLES NAPOLEON: Miniature Rules
Grand Battles Napoleon is a set of rules for recreating Napoleonic battles with model soldiers. Players can play GBN using any scale from 6mm all the way up to 28mm miniatures and there are guidelines for gaming in the various scales. Units represent infantry regiments, cavalry regiments, artillery batteries and skirmish battalions and screens.

Players take on the role of army or corps commanders. Each player usually commanding around four to five divisions, with each division composed of between two to seven units. Thus the average size of a game is a corps and assets depending on which nation you are using.

The game is driven by two important mechanisms: command initiative and response. Inspired by the other game we publish - the initiative system was adopted from Koenig Krieg.

Grand Battles Napoleon is definitely not a you-go-I-go game. It is very important that players understand the function of initiative in this set of rules as it governs most of the actions that occur during a turn. Actions are not sequential, neither are they simultaneous. Instead commanders test initiative several times during the turn. The player who wins the initiative test may activate one of his divisions or force his opponent to activate one of their divisions instead. Both players roll for initiative round after round until all units on both sides have had a chance to act. In this way each player is kept 'in the game' at all times, with each general tied to their initiative, command ability and the important decision to strike now or force their opponent to act instead!

Response is divided between command response and unit response. Commanders need to perform response tests if they wish to perform sweeping grand tactical orders, maintain command control should they find themselves outside command range of their corps, wing or army general or to steady the troops from becoming demoralized as casualties in the division mount.

Unit response allows your troops to act out of turn and react to movement within their zone of control or when being charged. So that even within the other player's activation the non acting player is never really out of the game. Includes 10 scenarios and rules for running tournaments and linked campaigns. 1 vol, 144 pgs
2016 UK, NORTH STAR
NEW-pb, available mid July 2016 ......$38.00rct

1-211811NAPOLEON'S GRAND ARMEE - Grand Battles Napoleon supplement
Now you can design your own French Grande Armee using the army lists in this Grand Battles Napoleon supplement. Recruit famous French leaders like Napoleon, Ney, Nansouty, Massena, and Soult to lead your brave army. The lists are based on historically flexible divisions of the day and allow players to field French Conscripts, Veterans, Foreign and Marine regiments, Chasseurs, Hussars, Dragoons, and Cuirassiers as well as foot and horse batteries and divisions of the Imperial Guard for really big battles! There is also the ability to build the forgotten French armies of La Vendee Royalists from 1793-1815! Bon Chance! Vive L'Empereur. 1 vol, 68 pgs
2016 UK, NORTH STAR
NEW-pb, available mid July 2016 ......$28.00rct

1-212170DEUS VULT: Burn & Loot
This game focuses on small engagements fought between the 11th and 14th centuries in both Eastern and Western Europe. With Burn & Loot, you can simulate any kinds of battle, from small clashes between patrols, to large battles and attacks on strongholds.

Several battle scenarios are included in this book so you can face a new challenge every time you play. Also includes army lists that allow you to quickly and easily assemble a force for battle. 1 vol, 72 pgs
2016 UK, FIREFORGE
NEW-pb, available mid August 2016 ......$28.00rct

1-212180CONGO: Adventures in the Heart of Africa
Congo is a miniature adventure game that uses the magical, unexplored, savage, and dangerous Dark Africa as its playground, or at least as the occidentals dreamt it at this time. During the game you will lead a scientific expedition, a fierce tribal war party or a group of Zanzibaris slavers, each with their own schedules.

You will need around 30 figures to play the game. In addition to the various troops at your disposal, you will be able to add some larger than life and colorful characters as a newspaper correspondent, a big game hunter, the colonel's daughter, a witch doctor, or a tribal warchief.

Includes a Deck of Cards, Markers, and Range Markers. Figures to follow in 4-6 weeks.

Congo offers you the opportunity to take part to the exploration of this country, before the private companies and military forces arrive to plunder and wreak havoc. It's a time when explorers, adventurers, and scientists decided to risk their lives and reputation to chart the uncharted, unveil mysteries and myths, and face the natives and the terrible North African slavers. 1 vol, 80 pgs
2016 FRANCE, STUDIO TOMAHAWK
NEW-hardback, available late August 2016 ......$55.00rct

1-212520BULGE: Watch on the Rhine Sep 1944 - Feb 1945
Two new FOW hard-cover books compile Blood Guts & Glory, Devil's Charge, and Nuts, along with plenty of exciting new Intelligence Briefings for German, US, and British forces in the final stages of the war.

This compilation features both The Battle of the Bulge and The Ardennes Offensive books in a special slip case which will be released in early September 2016; the individual books will be available will be available late September and will retail for $30.00 each.

The Battle of the Bulge brings Flames Of War players into the hard-fought battles along the German border with Belgium, Luxembourg, and France, from the Lorraine campaign, to the Hurtgen Forest, the Battle of the Bulge, and German Operation Nordwind.

You can field the American forces that retook the Lorraine region and pushed the Germans back to their border, or the British that drove through northern France to liberate Belgium.

The Ardennes Offensive provides Flames Of War players with the German forces needed to recreate the battles on the German frontier from September 1944 to February 1945, including Germany's new Panzer Brigades and equipment such as the new StG44 assault rifles. 2 vol, 445 pgs
2016 UK, BATTLEFRONT USA
NEW-pb, available late October 2016 ......$60.00
discount: :10%rct

1-212530KINGS OF WAR: Historical Armies
Contains the rules and army lists to allow you to play Kings of War with a range of different historical armies, from antiquity to the late middle ages. You can tailor your units with veteran abilities and even introduce mythical elements to your force. Existing players will also find some new ways to play.

This book includes: Core Kings of War rules; 30 new lists for historical armies from Antiquity to the Late Middle Ages. Use a combination of a master list, themes and mercenary units to build your army; Veteran abilities to create unique units and represent elite fighters; New rules and scenarios; Add mythical units to recreate legends (or make new ones); and play your historical army against Kings of War fantasy armies! 1 vol, 128 pgs
2016 UK, MANTIC GAMES
NEW-pb, available late October 2016 ......$36.00rct

1-213000SWORDPOINT: Ancient and Medieval Miniatures Rules
Swordpoint is a new set of big battle game rules for fighting actions in the ancient and medieval periods. It has been developed over the last two and a half years by the Gripping Beast team and an enthusiastic play-test group. It was developed for 28mm figures but, as it employs multi-figure bases, various sizes of figures can be used.

Games fought with Swordpoint involve between 100 and 250 figures per side arranged into between six and 12 or so units. The game is designed to play out in about two hours after set-up, and gives a large battle feel. It encourages the use of historical tactics and emphasizes the need to maintain cohesion in the army's battle line, without being prescriptive. Unusual units are catered for by special rules which give the flavor of their historical prototypes.

An extensive series of publications are planned and the game will enjoy the support of web downloads, living FAQ, and a range of supported events. 1 vol, 66 pgs
2016 UK, GRIPPING BEAST
NEW-pb, available early December 2016 ......$32.00rct

1-213001SWORDPOINT Dark Age Armies
Dark Age Armies provides you with all the information you need to field Dark Age Armies in your games of SWORDPOINT. The book covers the period 300 AD to 1066 AD and contains 48 army lists with many variants. 1 vol, 66 pgs
2016 UK, GRIPPING BEAST
NEW-pb, available early December 2016 ......$28.00inc

1-213041WARSAW 28th-30th July 1656: Scenario Book
Warsaw 28th-30th July 1656 is a first book from the new series of expansions for the ruleset By Fire and Sword and includes battles, military formations, and commanders.

The main part of the rulebook: Six scenarios linked in campaign which allows you to recreate the most important moments of the battle of Warsaw. Also included: new skirmish and regiment lists, including Carl Gustav's Horse Guard Regiment and Polish-Tartar skirmishers.

There are also new profiles including Jan Kazimierz royal winged hussar's banner, the three monarchs participating in the battle, and the general situation in 1656 Poland and short analysis of the battle and its consequences for the remaining part of Polish-Swedish war. 1 vol, 48 pgs
2016 POLAND, BY FIRE AND SWORD
NEW-pb, available late December 2016 ......$20.00rct

1-882800PANZER KORPS:Divisonal level for 6mm to 25mm
Complete Divisional system/smallest formation is a battalion. Battles are resolved within 3-4 hours. Point system for competition and play balancing. Play aids, Several scenarios. 1 vol, 104 pgs
2008 US, HOPLITE RESEARCH
NEW-softcover ......$40.00
discount: :10%

1-882804LE DRAPEUX, LE CROIX:French General's Handbook
A complete organizational guide to the French, French Colonial and French Vichy forces in WWII. For PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 100 pgs
2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-882805HAMMER OF FREEDOM:American General's Handbook
A complete organizational guide to the American forces in European and Pacific theaters in WWII. For PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 100 pgs
2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%old

1-882806TO THE LAST HUSZAR:Hungarian General's Handbook
A complete organizational guide to the Hungarian forces in European theater in WWII. For use with PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 96 pgs
2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-882810LEGIUNEA ROMANA: Romanian General's Handbook
A complete organizational guide to the Romanian forces in European theater in WWII. For use with PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 158 pgs
2010 US, HOPLITE RESEARCH
NEW-softcover, Inventory Reduction Sale ......$30.00
discount: :30%old

1-882812BANDERAS ADELANTE!: Spanish Civil War Handbook for Panzer Korps
Designed for the wargamer in mind, BANDERAS ADELANTE! breaks down the various factions, formations, weapons, and ideologies of the Spanish Civil War. Includes 8 complete scenarios, Orders of Battle, and maps. Covers the Condor Legion, the Italian CTV, and the various International brigades as well as weapon systems. Organizes and allows the wargamer or casual historian to get a handle on the various political ideologies and diverse forces for Panzer Korps. 1 vol, 176 pgs
2011 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%old

1-88292Desperate Souls - Battle Scenarios V2 of Panzer Korps
Desperate Souls 12 Complete Scenarios including:? Invasion of Malta; Battle for Hong Kong;Battle for the Zeta Line; Pelilieu 1944. Can be used with any scale and with most WWII divisionallevel rules

1-88840CORPS COMMAND 3.0:Battalion Level Rules
Latest edition, all of the design elements that made the previous editions popular world wide. It expands on the Turkish Army and other minor nations. 1 vol, 104 pgs
2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-88841CORPS COMMAND CAMPAIGNS
A complete and comprehensive campaign system for 7 players to manage and wage war during the Napoleonic period. Complements Corps Command, but can be used with other rule sets. Several Campaigns included. 1 vol, 120 pgs
2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-89360REPENT OR DIE:Wars Of Religion 1492-1660
Tactical rules set for the Wars of Religion 1492 to 1660. Covers all the major and minor combatants, leaders, and the various tactical changes in the war. Large battles in 3-4 hours. 1 vol, 70 pgs
2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-89390LINE OF BATTLE 1760-1820
8.5x11, Naval rules for the age of Nelson. Covers all major and minor powers of the period. Includes scenarios, terrain rules, leaders and more. 1 vol, 58 pgs
2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-201111
Aelred, Brother; edited by Russ Lockwood AS PER MARGIN: Fleet Action Miniatures Rules for the Age of Sail
Command a fleet when ships of wood and men of iron ruled the waves!

Some of the most enlightened miniature rules came from the talented Brother Aelred, who wrote the Monk's Corner column in MWAN. As Per Margin: Fleet Action Miniatures Rules for the Age of Sail is the first of his rule sets to be revived, revised, and expanded to grace wargamers' tabletops.

Easily learned and quickly played, As Per Margin reflects a philosophy of offering enough flavor for a great game, but avoiding too much realism that would bog down the game.

Including the Seven Years War to the Napoleonic Era, As Per Margin's fast play action means you spend more time sailing and firing and less time fidgeting. Clever 'falling aboard' movement brings ships close enough to grapple and board -- and maybe even collide.

1-68090
Ahrnfelt, Thomas GA PA: Age of Marlborough and Great Northern Wars
This is version 2.0 and can be used with 15mm and 25mm, has a DBR and Fire & Fury feel, quick play, decent size army at 600-700 points, and an army generating system. Major revision that streamlines the already clever rules, including how Commanders work. The 8.5x11.5-inch rules are now in wire-bound format so the rules lay flat upon the tabletop. 1 vol, 88 pgs
2014 US, OMM PUBLISHING
NEW-wire bound softcover, 2nd Edition Back in Print ......$30.00

1-196550
Ambush Alley Games Tomorrow's War (Science Fiction Wargaming Rules)
A miniatures wargame of gritty futuristic combat, Tomorrow's War projects the tactics and technology of today's military conflicts hundred's of years into the future. While robot drones, anti-gravity vehicles, and advanced battle-suit technology have changed the face of warfare, the essentials of combined-arms tactics have remained constant. Using the popular Force on Force rules as a basis, Ambush Alley Games has created the most realistic and tactically challenging science fiction wargame on the market. The rules include a detailed optional 'future history' and a campaign system so that individual battles can be linked into an ongoing storyline. 1 vol, 260 pgs
2011 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00
discount: :15%

1-84040
anon BATTLE STATIONS, BATTLE STATIONS:1/2400 SCALE
8x11, swift innovative large naval battle rule set, 30 ship game is over in 3-4 hrs; stats for all the major powers, (11) scenarios, play aids, counters for damage etc; CAN BE USED WITH OTHER SCALES. 1 vol, 80 pgs
2006 CA, DECISION GAMES
NEW-softcover ......$30.00

1-207280
Arnfelt, Thomas and Staberg, Daniel HAKKAA PAALLE: Wargames Rules of the Thirty Years War
A set of modifications making it possible to use the Ga Pa 2nd edition rules to fight the battles of the Thirty Years War and the Polish-Swedish wars of the first half of the 17th century. You need the Ga Pa rules to use this supplement.

Currently the set contains no army lists. A book with both army lists and rules modifications will be published as soon as all army lists are finished. However, data tables for creating various types of units are included. 1 vol, 24 pgs
2015 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

1-211720
Ayres, Nick 3RD GENERATION WARFARE
From platoon to battalion and larger sized formations. These rules are designed to accommodate figure scales of 6, 15, 20, 25 and 28mm with the onus on a personal favorite 20mm. Designed to be a simple set of rules that are fast to learn and play but accuracy has not been sacrificed for playability.

Many modern rules focus on adding as much detail as they possibly can with tables for almost every conceivable situation that may arise on the battlefield. Third Generation Warfare uses just a couple of key tables and charts that cover almost all of the rules including movement, anti-tank fire, air to ground fire, artillery, and morale.

A traditional turn-based system that focuses on command and control where command elements generate a number of 'command dice' that when rolled and totaled gives a commander a number of activations for units to complete actions.

Divided into a number of core sections the rules show you the commander how to build an effective battle group which is the basic building block of an armies fighting force. Then calculate your battle groups total command which is converted in to actions that can be used in a variety of ways to move units around the battlefield and conduct fire against the enemy using a variety of different fire methods including direct, indirect and area fire. As the game progresses and casualties are taken, the command total reduces and as a consequence so does the number of actions generated by the battlegroup making it a fine balance between activating key units and not leaving others vulnerable to attack.

A number of add-on supplements include stats for over 1500 different weapon systems which really gives a commander a wealth of military hardware to choose from. There are detailed TO&E and OOB for nearly 100 different countries world wide. 1 vol, 96 pgs
2015 UK, SILVER BULLET PRODUCTIONS
NEW-pb ......$26.00rct

1-193110
Barker, Phil Phil Barker's Introduction to Ancient Wargaming: WRG 6th Edition Ancient Rules 3000BC to 1485 AD
Phil Barker's major contribution has been as an innovative writer of games mechanisms. He has described his rules-writing philosophy as simply 'It is my aim to produce the most accurate and playable rules I possibly can.' The WRG Ancients rule series were both the first rule books professionally printed and the first universal rule set. They went through 7 editions and were the standard ancient wargames rules from 1969 until replaced by DBM in 1993.

3-85380
Barker, Phil DBMM: DE BELLIS MAGISTRORUM MILITUM - version 2.1
Version 2.1 is the latest update to the DBMM rules. It features several rule refinements and now covers the period 3000 BC to 1525 AD. Included in this edition for the first time is a selection of army lists to help new players get started quickly.

DBMM offers an unrivaled combination of realism and excitement for simulating ancient and medieval warfare using miniature figures in any scale from 2mm to 30mm. Created by Phil Barker, DBMM can be used to refight historical engagements or to generate your own scenarios from small-scale skirmishes to the largest battles of antiquity. DBMM captures the full flavor of ancient and medieval warfare, the rules integrate fortifications, and naval support, terrain, and weather. Over 300 army lists are also available, detailing forces throughout the period and across the world. 1 vol, 78 pgs
2016 UK, Wargames Research Group Ltd
NEW-hardcover ......$38.00rct

2-85381
Barker, Phil DBMM ARMY LIST BOOK 1: The Chariot Period 3000BC to 500BC
DBMM Army Lists Book 1 is the first volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules.

The result of extensive research, this revised and updated edition of Book 1 spans the period from 3000 BC to 500 BC and covers the earliest known armies from Europe, Asia, the Middle East, and Africa. Each of the 64 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes.

Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 1 also provides an invaluable general reference source for the troop types and organisation of armies of the period. 1 vol, 64 pgs
2016 UK, WARGAMES RESEARCH GROUP LTD
NEW-pb, revised edition - available late October 2016 ......$28.00rct

2-85382
Barker, Phil DBMM ARMY LIST BOOK 2: The Classical Period 500BC to 476AD
DBMM Army Lists Book 2 is the second volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules. The result of extensive research, this revised and updated edition of Book 2 spans the classical period of warfare from 500 BC to 476 AD and covers armies from Europe, Asia, the Middle East, and Africa.

Each of the 84 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 2 also provides an invaluable general reference source for the troop types and organization of armies of the period. 1 vol, 80 pgs
2010 UK, WARGAMES RESEARCH GROUP LTD
NEW-pb, revised edition - available late October 2016 ......$28.00rct

2-85383
Barker, Phil DBMM ARMY LIST BOOK 3: 476AD to 1071AD
DBMM Army Lists Book 3 is the third volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules. The result of extensive research, this revised and updated edition of Book 3 spans the early medieval period from 476 AD to 1071 AD and covers armies from Europe, Asia, the Americas, the Middle East, and Africa.

Each of the 80 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 3 also provides an invaluable general reference source for the troop types and organization of armies of the period. 1 vol, 32767 pgs
2016 UK, WARGAMES RESEARCH GROUP LTD
NEW-pb, revised edition - available late October 2016 ......$28.00rct

2-85384
Barker, Phil DBMM: ARMY LIST BOOK 4: AD1071 to AD1521: High Medieval Period
DBMM Army Lists Book 4 is the final volume in the series of publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magitsrorum Militum (DBMM) wargame rules. The result of extensive research, Book 4 spans the high medieval period from 1071 AD to 1515 AD and covers armies from Europe, Asia, the Americas, the Middle East and Africa.

Each of the 85 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 4 also provides an invaluable general reference source for the troop types and organization of the armies of the period. A4 size. 1 vol, 80 pgs
2016 UK, WARGAMES RESEARCH GROUP LTD
NEW-pb, revised edition - available late October 2016 ......$28.00rct

This new Version 3.0 further refines the game system and features an expanded set of army lists detailing hundreds of armies, supported by detailed notes to inspire and inform new and veteran players alike. 1 vol, 144 pgs
2014 UK, Wargames Research Group Ltd
NEW-hardcover, back in stock ......$38.00

2-37470
Barker, Phil & Scott, Richard Bodley DBR: DE BELLIS RENATIONIS
A set of wargames rules for Renaissance battle, covering the period from 1491 AD to 1700 AD. It was first published in 1995 and later updated to version 2.0 published in 2004. It was accompanied by three books of Army Lists describing the main armies in use during that period.

This reprint of the 2004 version (DBR 2.0) provides both rules and army lists in a single convenient volume. 1 vol, 188 pgs
2016 UK, SUE LAFLIN
NEW-pb ......$33.00rct

1-209770
Barker, Phil edited by John Curry Phil Barker's Napoleonic Wargaming Rules 1685-1845(1979)
First published in 1971, with a second edition in 1979, these rules were revolutionary for their time. They were written to allow wargamers to replay even the largest battles from the horse and musket era 1685-1845. This popular set of rules were in use primarily for Seven Years War and the Napoleonic Wars for over 25 years. The approximate ratio was 1 figure representing 40-50 men. This scale made it feasible to recreate historical battles upon the table top at the grand tactical level. Wargamers used them for Marlborough's battles, the Highland rebellions, the battles of Frederick the Great, in addition to the Seven Years War, the War of American Independence, campaigns in India, the French Revolutionary Wars and Napoleonic Wars. They rules included three pages of specimen army lists for Marlburian era, the Seven Years War and the early Indian Wars 1 vol, 63 pgs
2012 UK, JOHN CURRY EVENTS
NEW-softcover ......$22.00rct

1-56290
Barker, Phil et al HORDES OF THINGS: Simple Fast Play Fantasy Rules Version 2.1
Hordes Of The Things Version 2.1 is the ultimate fast-play heroic fantasy wargame rule set for miniature figures. Using the successful DB rule system, but based on classical fantasy fiction rather than strict history, the rules have been proven in extensive competition use since 1991 and enjoy an international player base.

HOTT strikes just the right balance between humans and mythical creatures and conventional generalship and magic without letting unwanted complexity slow things down. The result is a fast, fun and challenging game that captures all the variety and adventure of fantasy battles. As well as the complete set of rules, this edition features supplements on mass battles and multi-player campaign games, along with over one hundred example army lists suggesting fantasy armies. 1 vol, 86 pgs
2016 UK, Wargames Research Group Ltd
NEW-pb, back in print, limited copies available ......$38.00rct

1-211780
Barler, Phil HORSE FOOT AND GUNS: Version 1.1
A set of quick-play, army-level wargames rules for large land battles for the period 1701-1914. This version 1.1 is a slight revision of the version 1.0 written about ten years ago by Phil Barker and for many years available as a free download.

It is primarily intended for games between two players each controlling a complete army against its historical opponents using a minimum number of figures on a small table. The series' inspirations are that no current rules can cope with more than one corps per player; that few of the many wars of the period except the Napoleonic and American Civil Wars are covered by existing rule sets; and that great interest is being shown in smaller model scales for which casualty removal is impractical.

Later it will be followed by HFG Version 2.0 which will extend the period to 1925 as well as detailed companion sets, initially 'Tricorne & Musket' covering 1701-1790, 'Shako and Bayonet' for 1791-1850, and 'Kepi & Rifle' for 1851-1914. 1 vol, 72 pgs
2016 UK, SUE LAFLIN
NEW-pb ......$26.00rct

1-199073
Barrett, Sean FIREBALL FORWARD: Britain's Lost Opportunity - Villers Bocage
Supplement to Fireball Forward focuses on Villers-Bocage, Britain's Lost Opportunity is a book of tactical scenarios for the Fireball Forward! game system. It is centered around the British attack on the town of Villers-Bocage and the larger Operation Perch against German positions west of Caen, in Normandy, on 12-14 June 1944.

It features engagements between the British 7th Armoured Division -- the famed 'Desert Rats' and the 50th Infantry Division against the elite German Panzer Lehr Division, the 2nd Panzer Division, and the 101st 55 Heavy Panzer Battalion. 15 Scenarios cover the desperate struggle for the town of Villers-Bocage, 50th Infantry Division's attempt to drive Panzer Lehr out of its positions west of Caen, and panzer ace Michael Wittmann's daring, single-handed counterattack against a column of British armor that changed the course of the battle.

A Campaign Game, an Historical Summary, Orders of Battle, and Designer's Notes are included to help put the scenarios in the larger context of operations in Normandy and allow players to design their own scenarios. 1 vol, 60 pgs
2016 US, BRIGADE GAMES
NEW-softcover ......$25.00

1-35450
Berry, Peter ONCE UPON A TIME IN THE WESTERN PENINSULA
Skirmish rules, great fun for all Napoleonic areas from the Revolution to North America 1 vol, 38 pgs
1994 UK, PARTIZAN PRESS
NEW-softcover ......$12.00

1-79452
Berry, Peter POLEMOS GREAT NORTHERN WAR:Grand Battle Rules
Designed for LARGE BATTLES in either 6mm, 10mm or 15mm scale; you can play the large battles that you can play in an evening, Brigade level, army lists, scenarios 1 vol, 80 pgs
2012 UK, BACCUS 6MM LTD
NEW-softcover O/P ......$29.00

1-192960
Bickley, David GOOD DUSTING, A
These rules are intended for gaming actions from the Sudan War 1884 -1885 and the Egyptian Revolt of 1882. They include the mechanisms players will need to play out a game to a successful conclusion within two to three hours on a table about 7' x 4'. Their emphasis is very firmly on enjoying the game, throwing lots of dice and getting 'A Good Dusting' in the process. It is possible for the game to be played by two or more players on opposing sides, as say the forces of the Mahdi and the Anglo-Egyptian forces.

It also possible for the game to be played where all the players take on Anglo-Egyptian commands and the forces of the Mahdi are controlled using the 'Mahdist auto-generation' section of these rules. The availability, number and type of units, their entry, deployment, and initial movement distance are controlled by random dice throws in each the game turn. In subsequent turns following their entry, the Mahdist units react according to the 'Mahdist Reaction Table'.

The rules are supplemented by almost 40 full color illustrations of games in action, together with studies of individual units and vignettes, supplemented with a simple map for campaign games, a sample scenario to get you started, and an outline timeline of the Sudan War from 1883 - 1885. A short but useful book list is also included to help beginners ease themselves into the period. 1 vol, 38 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover ......$20.00

1-194440
Bickley, David WASHING THE SPEARS: Simple Rules for Fighting the Zulu Wars
These rules for refighting battles from the Anglo-Zulu War of 1879 grew out of the previous set in this series, A Good Dusting, which received a very positive reception from gamers. They are designed with enjoyment between like-minded friends firmly to the fore, not competition play, and focus very much on throwing loads of dice and Washing the Spears in the process! Games should play out satisfactorily in two to three hours on a table about 7' x 4' or so. There is no figure, time or ground scale to worry about, just cut straight to the action 'somewhere in Zululand'.

The game mechanisms allow all players to take on commands within an Imperial force, with the Zulus controlled by all of the players in accordance with the auto generation and action rules. It is equally possible for two or more players to take on opposing Imperial and Zulu forces and play the game out conventionally. The rules aim to give you an enjoyable game where, if correctly handled and blessed by the dice gods, the Imperial forces should win. However, the Zulus are always in with a chance, especially when the close to combat with their opponents.

The full colour rules include 37 illustrations of action on the tabletop, units and individual character figures; a sample scenario to get you started straight away; a play sheet which can be photocopied; a short reading list; and a suggested list of figure manufacturers, in 28mm at least.

1-196050
Bickley, David DEVIL'S WIND, THE: Indian Mutiny 1857-58
These rules for refighting battles from the Indian Mutiny of 1857 - 58 follow on from previous sets in this series (A Good Dusting and Washing the Spears). Designed not for competition play as much as for friendly battles, the rules focus on throwing loads of dice and feeling the 'brush of the Devil's Wind' across your cheek. Games should play out satisfactorily in two to three hours on a table about 7' x 4' or so. There is no figure, time, or ground scale to worry about, just cut straight to the action on the road to Lucknow.

The game mechanisms allow all players in the game to take on commands within an Honourable East India Company or Regular British force, with the Mutineers controlled by all of the players in accordance with the auto generation and action rules. It is equally possible for two or more players to take on opposing Mutineer and HEIC/HM forces and play the game out conventionally.

The full color rules include numerous illustrations of action on the tabletop here in GHQ, units and individual character figures; scenic items to enhance your tabletop battlefield; a sample scenario to get you started straight away; a play sheet which can be photocopied; a short reading list; and a suggested list of figure manufacturers in 28mm. 1 vol, 38 pgs
2011 UK, DAVID BIKLEY
NEW-softcover, available Mid August 2011 ......$22.00

1-200880
Bickley, David A CROWING MERCY - English Civil War Rules
Designed for larger battles in 10mm scale upwards, full-color. Containing a quick reference sheet inside the back cover, and with a real feel for the era. 1 vol, 45 pgs
2013 UK, ATLAS PRESS
NEW-softcover, available late February 2013 ......$24.00

1-195880
Birdseye. Jim SNIPERS! Duck, Dodge and Shoot
Snipers! Duck Dodge and Shoot. Size 6x9, black and white text with color cover. It focuses on the War In Italy (WWII). The concept is simple: get your American, British or Canadian squad through a bombed out village dodging Nazi Snipers. Game can be played with as few as 12 figures. This a is fast play set of skirmish rules for 25 or 15mm. 1 vol, 34 pgs
2011 US, LMW WORKS
NEW-softcover ......$18.00

1-208210
Birkley, Grahan and Dunn, Steve PANZER MARSCH: Miniatures Rules
Panzer Marsch! is a fast playing miniatures game designed for 15-20mm,. but includes rules for 6mm as well. If you're a WWII miniatures gamer, you can never have too many rules sets, and this is a great one to add.

The rules themselves are centered around 15-20mm miniatures, but have some modifications for play down to 6mm. The system relies on armor - penetration - range being broken down into a fairly small number of distinct choices each coded with a letter. 1 vol, 60 pgs
1999 UK, NORTH HULL WARGAMES CLUB
NEW-softcover, Only 5 copies available -- in stock ......$19.00

1-210671
Bollands, Wayne Living on the Frontline - Winter of 79: A View of the Disunited Kingdom
Things Fall Apart..

Faction against faction, man against man, a battle for power or simple survival.

'This is the BBC and here is the news - Today, the London-based Government declared a State of Emergency, called for calm and mobilized every agency they still had control of or those who offered their assistance to enforce their rule across the country. Meanwhile, newspapers across the former Great Britain and across the world proclaimed in banner headlines 'Second Civil War In The Dis-United Kingdom'.

This supplement for the Living On The Frontline rules provides an outline for games set within one possible version of the Winter of '79 background. You can use the ideas and scenarios contained within as is or adapt them to your own games. Whatever you decide to do, remember: Keep a round up the spout, keep close to cover and stay alert, or else there'll be an empty seat down the pub tonight!

In Revolution & Empire players take the role of the great commanders of the period such as Napoleon, Wellington, Blucher, Charles, Suvorov, Massena, and Lannes. Draw up your preliminary battle-plans in hopes of achieving your own decisive victory and watch as subordinates carry it to fruition. Revolution & Empire reflects the intense friction of war during this era, as billowing smoke and thunderous cannonades obscured the battlefield and increased the intense confusion and pressures of battle, and even the best plans can go awry by the accidents of war. Skillful management of reserves plays a decisive role in determining the outcome, as fresh troops must be carefully preserved to respond to the inevitable crisis of the battle.

At the tactical level, players performing as division and corps commanders are faced with mastering the interaction of combined arms. No other period of history presents such a balance, as each arm's strengths and weaknesses are dramatically highlighted. Perhaps as no system before, Revolution & Empire demonstrates the evolution of tactics throughout the entire period, from the demise Frederick the Great's linear style of warfare to the development of a new tactical system for a new age. With Revolution & Empire, players will also foster a new appreciation for the brilliant tactics of generals like Wellington and Davout, men who won astonishing victories against staggering odds.

Revolution & Empire is also a valuable historical reference, as hundreds of generals and units are rated on their performance during the period in order to reflect their historical capabilities. Comprehensive rules reflect the many salient aspects of Napoleonic and Revolutionary combat, including massed skirmishers, grand batteries, fatigue, savage town fighting, bridge assaults, weather, and ammunition supply. Whether re-fighting the famous battles, or recreating the scores of smaller actions from the period, Revolution & Empire elegantly reflects warfare in this fascinating and turbulent period of military history. 1 vol, 240 pgs
2003 CHICAGO, EMPERORS PRESS
NEW-ready for binder ......$50.00

1-209720
Bowers, Guy Black Ops - Tactical Espionage Wargaming
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios - from stealthy extraction or surveillance missions to more overt raids and assaults.

Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types - spies, mercenaries, criminals, hackers, special forces, and many more - to recruit the best possible team for the job. Players may also choose to join a faction - powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same! 1 vol, 64 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover, available late October 2015 ......$18.00
discount: :15%

1-197470
Broom, Rob WAR & CONQUEST: Rules for 28mm
War and Conquest is the first in an exciting range of high quality wargames rules and source books from Scarab Miniatures Limited. War and Conquest is aimed at wargamers and collectors of 28mm miniature Ancient and Medieval armies but can easily be adapted for other scales. Full color 1 vol, 176 pgs
2012 UK, SCARAB MINIATURES
NEW-hardcover ......$50.00
discount: :15%

1-212740
Brown, Dave PICKETT'S CHARGE
Pickett's Charge is designed for Divisional and larger battles in the American Civil War, with the Regiment being the smallest maneuver element, the Brigade the lowest tactical command. A typical club night action involving several Brigades per side and a full day or weekend handling a Corps or two with ease.

Includes rules for using both 15mm and 28mm figures, suggestions for organizing your armies with a point system, a guide to rating force, and an introductory scenario. 1 vol, 82 pgs
2016 UK, TOO FAT LARDIES
NEW-pb available late November 2016 ......$36.00rct

1-43630
Brown, David GENERAL de BRIGADE, Deluxe Edition
8.5x11, General de Brigade Deluxe edition brings changes and enhancements to a number of key areas within the rules, although the basic mechanisms remain the same. The key challenges in playing General de Brigade Deluxe are command and control, correct formations, (for both battalions and brigades), and appreciating or compensating for particular national traits. Brigade orders contribute significantly to command and control, these orders limit the 'nippy little battalion' syndrome and restrict the wargamer from doing more or less whatever he wants with any unit whenever it suits him.

In addition, generals are now graded as to their ability and this directly impacts on their capacity to command on the battlefield. For example, the number of charges they can order per turn is now linked to their ability (see below) and this effects the timing and deployment of attacks, e.g. players will now notice the greater use of attacks en echelon and less reliance upon massed column formations. General de Brigade Deluxe still allows wargamers the freedom to command and maneuver most of their battalions or squadrons but continues to stress the importance of those higher command decisions such as brigade formations, brigade objectives, the timing of assaults and the deployment of reserves.

The Deluxe Edition also includes more information of the organization of the major armies, (including the Ottoman Turks), new pick up and play divisions, a reworked Victory & Defeat chapter introducing a Corps/Divisional breakpoint, so permitting the easier identification of victory, revised points values and also three new scenarios!

The rulebook comes with a gloss laminated full-color, 4-page Quick Reference Sheet. None of your usual having to cut out the playsheet nonsense here, this is a Deluxe Edition after all!

1-43635
Brown, David GENERAL de BRIGADE:Scenarios V5
Volume five presents eleven historical scenarios that follow Wellington's famous Peninsular victories from Vimiero in 1808 until the final victory at Toulouse in 1814.

All are designed for use with General de Brigade Napoleonic wargames rules (but may be converted to any similar system). Each scenario provides players with terrain maps, troop deployments, objectives, and orders of battle. Several of the scenarios are linked and can be played as part of a mini-campaign, or, as in the case of the Vimiero or Busaco scenarios, combined to fight one large action.

1-43636
Brown, David GENERAL de BRIGADE: Scenarios Vol. 6 - Imperial Sunset
Volume 6 presents 13 historical scenarios that follow Napoleon's famous 1813 & 1814 campaigns. All are designed for use with General de Brigade Napoleonic wargames rules, (but may, of course, be converted to any similar system). Each scenario provides players with terrain maps, troop deployments, objectives and orders of battle. Several of the scenarios are linked and can be combined to fight one large action or played as part of a mini-campaign.

1-43690
Brown, David BRITISH GRENADIER: American Revolution Rules - Deluxe Edition
8.5x11 with lavish illustration, tables, game counters, and scenarios. British Grenadier can also be used to re-fight battles of the French and Indian Wars and the War of 1812. Changes to the new edition rules -- besides a complete edit of the old rules -- include: compilation of various rule amendments from the period since the rules appearance, including brigade moves, reinforcements marches, and changes to artillery DP rallies. Some new rules have been added, including the Bayonet Charge rule. Revised artillery firing table. New scenarios for Sainte Foy (F&IW) and Chippawa (War of 1812), plus a revised Freemans Farm scenario. High quality graphic design, including order markers, and comes with a gloss laminated full-color four-page Quick Reference Sheet. 1 vol, 136 pgs
2011 UK, PARTIZAN PRESS
NEW-hardcover ......$50.00

1-69740
Brown, David PANZER GRENADIER DELUXE: Tactical World War II Rules
PanzerGrenadier Deluxe is a very different game to its predecessor and distinct from other existing rule sets. The central theme of the rules is tactical command and control. This emphasis on command requires players to plan ahead, use period tactics such as combined arms to overcome the enemy and genuinely think about the command challenges before them.

When playing PanzerGrenadier each army operates under a specific military doctrine which impacts upon the command flexibility players are able to exercise. Your HQ units are important; as you'll find those units under command operate reasonably well, whereas those units out of command will drain your command of its vital HQ Impetus. And once you're at zero your turn could end at any moment!

Players will not be able to see every enemy unit and attacking forces will need to use reconnaissance effectively; both commands will need to consider their deployments and allocation of reserves and have their commanders in the right place at the right time in order to exploit combat opportunities and achieve battlefield success!

The rules span 248 pages in full color and provide fast, simple yet 'wargame' realistic mechanisms that produce a much quicker style of play allowing players to concentrate far more on commanding their troops and playing the game. Advanced rules are incorporated into the body of the main rules so can easily be used. Also included are numerous optional rules, such as Russian commissars, demolition vehicles, river crossings, etc; three introductory scenarios, an extensive points system including easy to use standard platoon costings and extensive and detailed TOE's covering Germany, Russia, Britain and the United States

PanzerGrenadier Deluxe can be used with 15mm or 20mm figures (though 10-12mm and even 28mm figures can be used) and can be played at either a 1:3 figure ratio or a 1:1 figure ratio. No rebasing needed. Quick reference sheet, unit status markers and artillery template are also provided. 1 vol, 248 pgs
2013 UK, PARTIZAN PRESS
NEW-dj ......$60.00

1-69741
Brown, David PANZER GRENADIER:WWII Battles V1:The West 1939-45
Battles for the West presents eleven historical scenarios for use with Battlegroup Panzer-Grenadier wargames rules, (though, of course, they can be used for any similar rules system). Each scenario provides players with objectives, orders of battle, deployment and terrain maps. The scenarios cover the main periods of fighting in the west, ranging from the campaign for France in 1940 to the Normandy campaign and its aftermath in 1944, through to the German Ardennes offensive in late 1944 and in Alsace in early 1945. The scenarios cover a variety of mid-sized actions using both infantry and armour. (The battles of Operation Market Garden are not covered here as it is hoped they will be the subjects of a dedicated volume.)

ADVANCED RULES for Battlegroup Panzer-Grenadier are also included and cover Combined Assault Combat Groups, plus Off Board Artillery Rules taking into account national differences, pre-registered and prominent targets, miss deviations distances and Naval Gunfire support. In addition the Advanced Rules take account of Snipers whilst expanding the rules on AFV Hull Down Positions, Turretless AFV's, the KV2 and King Tiger, the Bogged Down Test, along with additional AT factors for exceptional gun types.

1-69742
Brown, David PANZER GRENADIER:WWII Battles V2:The East 1939-45
Battles for the East presents twelve further historical scenarios for use with Battlegroup Panzer-Grenadier wargames rules or any WWII rule system. Each scenario provides players with objectives, orders of battle, deployment and terrain maps. The scenarios cover the main periods of fighting in the east, ranging from the campaign for Poland in 1939, Operation Barbarossa through to Kharkov, Stalingrad, Kursk and the final Russian drive on Germany.

The scenarios cover a variety of mid-sized actions using both infantry and armour, but also include larger actions such as Targul Frumos.

1-84920
Brown, David GUNS AT GETTYSBURG:Brigade Level ACW Rules
Using the popular 'General de Brigade' system and common basing with Fire & Fury/Johnny Reb this set is designed for quick play; play aids. 1 vol, 72 pgs
2006 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

1-81632
Browne, Dillon 1914 THE FIRST BATTLES IN THE WEST: WWI Scenarios Vol. 2
This set of twelve battles and ten divisional army lists represent actions which took place at the start of the Great War in 1914. The scenarios are set in Belgium and northern France. To a great extent this it is due to the quality of the source material covering those battles.

The battles of 1914 were marked by a great learning process where Generals were trying to come to terms with a way of fighting where casualties were far higher than anything yet experienced in Europe. This would eventually lead to the trench warfare of the Western Front, in effect a giant siege. But the scenarios covered by this book pre-date the trench warfare. The last scenario, White Sheet, has a hint of what was to come, but even here the defenders were not occupying a coherent trench system. 1 vol, 96 pgs
2011 UK, PARTIZAN PRESS
NEW-softcover, available late November 2011 ......$32.00

1-194951
Bujeiro, Ramiro illustrator ROAD TO BAGHDAD: Iraq 2003
Road to Baghdad gives Force on Force players all the information they need to re-fight the 2003 Allied invasion of Iraq, from deadly little firefights between Iraqi Fedayeen and US Special Forces to armored battles against Republican Guard positions across the Tigris River. It offers a wealth of varied scenarios and mission objectives that will challenge the tactical abilities of both new and experienced wargamers alike. With a wealth of new information to expand Force on Force, including detailed historical background and orders of battle for US, British, and Iraqi forces during the invasion, Road to Baghdad allows players to really get to grips with the experiences of war in Iraq. 1 vol, 104 pgs
2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-194952
Bujeiro, Ramiro illustrator ENDURING FREEDOM: Afghanistan 2001-2010
This latest expansion for Force on Force provides players with everything they need to recreate battles from the mountains to the Green Zones of modern Afghanistan. Beginning with a detailed background section, the book presents extensive orders of battle for Coalition forces and guidelines for fielding Taliban and al Qaeda forces. Also included are 20 new scenarios, Afghanistan specific Fog of War cards, and new vehicle descriptions. Enduring Freedom is an indispensable source-book for gaming complex and intense engagements in Afghanistan on the tabletop using Force on Force or other modern combat rules. 1 vol, 104 pgs
2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-194955
Bujeiro, Ramiro illustrator DAY OF THE RANGERS: Somalia 1993
Supplement to Force On Force Rules.

In the early 90s, Somalia was a country in chaos. As civil war raged, warlords carved out their own territories, enforcing their will through militia gangs, while famine compounded the situation. As a joint US-UN mission struggled to maintain order, the warlords began to unite behind Mohamed Farrah Aidid, who was to proclaim himself President of Somalia and embark upon a campaign to force the peacekeepers out of the country.

Operations against Aidid and his strongholds intensified, culminating in the famous Operation Gothic Serpent, and the rescue mission to save a downed Black Hawk helicopter carried out by US Rangers and Delta Force operatives. Day of the Rangers provides wargamers with all the background, orders of battle, and scenarios they need to immerse themselves in the epic battle for Mogadishu. 1 vol, 116 pgs
2012 UK, OSPREY PUBLISHING
NEW-softcover, available late March 2012 ......$25.00
discount: :15%

1-527803
Burgess, Eric PIQUET: DIN OF BATTLE: Colonial Supplement 1845-1914 2nd Edition
Welcome to the world of colonial wargaming with Piquet's Din of Battle 2nd Edition. Here you will fight in the far-flung colonial ventures of the British, French, Italian, and other imperial powers across multiple continents and terrain. Din of Battle includes 13 detailed Campaign Musters to help you jump right into the action. The rules cover the following colonial conflicts and gives you the tools to create your own Campaign Musters.

1-88294
Bush, David RED INFERNO: Battle Scenarios Vol. 4 of Panzer Korps
Red Inferno is the fourth Volume in the Panzer Korps scenarios series. Complete OB's, scenarios, and maps for the following battles: Features 10 ready to play Scenarios with maps & Force Groups with an emphasis on the Russians! Engage in battle when the RED Forces face the Germans and the Japanese! Also included are North African and Chinese Scenarios.

1-196806D
Bushel, Alexandre SAGA DICE: Christian Dice set
Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs
2014 UK, GRIPPING BEAST
NEW-blister, available late July 2014 ......$19.00

1-196807D
Bushel, Alexandre SAGA DICE: Muslim Dice set
Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs
2014 UK, GRIPPING BEAST
NEW-blister, available late July 2014 ......$19.00

1-196810
Bushel, Alexandre SAGA: Rules for the Viking Era
Saga is a game for model soldiers set in the Viking Age when strength and bravery were worth a hundred men. This rulebook contains all the necessary information you need to discover the SAGA gaming system. You will find not only all the game rules, but also a selection of scenarios to get you started plus four of the factions involved in the wars of the Viking Age (Anglo-Danish, Vikings, Welsh and Normans - with more to be published.) With plenty of illustrations, step-by-step examples, and diagrams, learning the game mechanisms is simple and intuitive. Less than thirty models per side are needed to start playing, so get ready to immerse yourself in this age of heroes and write your own saga.

The full color rule-book also comes with four sturdy card Battle Boards, one each for Anglo-Danes, Vikings, Welsh, and Normans. SAGA uses ordinary D6 dice and special SAGA Dice. To play the game, each player will need their own set of SAGA Dice. SAGA Dice are six sided and covered in special Warband specific symbols.

Note: the rulebook contains a section explaining a Do-It-Yourself method to make the equivalent of the Saga special dice -- the eight special dice cost about $20 (oddly, the dice are currently out of print). 1 vol, 76 pgs
2011 UK, GRIPPING BEAST
NEW-softcover ......$40.00

1-196811
Bushel, Alexandre SAGA: NORTHERN FURY
Northern Fury contains details of four new warbands (Anglo-Saxon, Breton, Jomsvikings, and Scots) for use in your SAGA games (including four new Battleboards) plus a new multi-player scenario: Wooden Oaths.

The Anglo-Saxons use the same dice as the Anglo-Danes, the Bretons the same as the Normans, and the Jomsvikings use the Viking dice. 1 vol, 22 pgs
2012 UK, GRIPPING BEAST
NEW-softcover ......$20.00

1-196812
Bushel, Alexandre SAGA: RAVEN'S SHADOW
The Raven's Shadow contains all you need to field four new factions on the battlefields of Viking Age Europe: The Franks - Whether your warband is Merovingian, Carolingian or Capetian, the Franks have a highly organised military structure and mounted troops are the key to your success. The Irish - Lead your brave tribal warriors against all comers and watch the enemy quail before the might of your champions. The Norse-Gaels - Born from the collision of Celtic and Viking cultures, your warband is ready to demonstrate its martial prowess - dare your enemies accept your challenge ? The Stratchclyde Welsh - Mounted on sturdy ponies, your warband is ready to surround and destroy any who are foolish enough to stand in your way. 1 vol, 28 pgs
2014 UK, GRIPPiNG BEAST
NEW-softcover ......$20.00

1-196813
Bushel, Alexandre SAGA: Varjazi & Basileus
Varjazi & Basileus features a 12-page full color rule booklet containing rules and lists for the Pagan Rus, the Era Of The Princes Rus, and the Byzantines (as originally featured in a long sold-out issue of Wargames Illustrated.) There is also a new Hero Of The Viking Age for the Byzantines and a new Swords For Hire unit.

The booklet also comes with three battleboards (Rus, Pagan Rus, and BYZANTINES,) all contained in a fantastic SAGA folder. Made of sturdy cardboard, this folder is full color (inside and out) and provides an excellent way to transport rulebooks, supplements, and battleboards. 1 vol, 16 pgs
2013 UK, GRIPPING BEAST
NEW-dj ......$20.00

1-196815
Bushel, Alexandre SAGA: The Age of the Wolf (Campaign Book)
Age of the Wolf (AoW) is specifically aimed at the Viking period so doesn't include C&C warbands. Indeed AoW splits warbands into Eastern and Western factions. Pagan Rus are an Eastern faction so will never meet up with the Strathclyde Welsh for example (phew!). But it also means that the C&C rules for priests and most Swords for Hire (SfH) units are not included, which is a shame. The specific way that warbands are developed means that it may be difficult to include priests. I think a workaround may be to consider priests as a hearthguard unit and introduce them using the post battle fate table. We'll see what this means later. Warlord priests would require extra tinkering to fit, but I think could be done.

Campaigns are split into seasons. The rules recommend six seasons, but any number could be played. At the beginning of each campaign season, warlords decide whether they will Raid (acquire wealth), Campaign (acquire land), or Defend (acquire reputation). If raiding or campaigning, players also select who they will target. By cross referencing each players campaign actions on a chart, different types of battle are generated: raids, invasions, encounters, ambushes, or pitched battles. Each type of battle is accompanied by another chart that offers three different scenarios.

1-199810
Butler, Bill FROM MANASSAS TO APPOMATTOX: Grand Tactical Miniatures System
Grand Tactical ACW wargaming on the tabletop. Command large armies as brigades and divisions. Use any figure scale or basing. A complete grand tactical system designed to allow players the ability to recreate the large scale actions of the American Civil War. Allows for a typical game to be completed in 3-4 hours; Can be used with any scale and no rebasing needed; Follows historical organization and unit capabilities; Army Builder to allow for setting up hypothetical engagements; Move Brigades and Divisions around as your combat formations; Fast playing mechanisms to keep the action fluid; and a variety of optional rules to add detail to your games. 1 vol, 51 pgs
2012 US, HOPLITE RESEARCH
NEW-softcover, available mid October 2012 ......$20.00
discount: :10%

1-206480
Caille, Herve L'ART DE LA GUERRE: Wargaming Rules for Ancient & Medieval
L'Art de la Guerre is a French ruleset translated into English. It covers antiquity to the late Middle Ages using miniatures from 6mm to 28mm high. The basing is compatible with the majority of existing rules. Contains 283 army lists (including Mesoamerican armies).

L'Art de la Guerre's flexible system allows players to play standard sized games in a matter of two hours with relatively few figures as well as expansive games with multitudes of miniatures on large tables that can last an evening of play or longer.

An army will generally consist of from twenty to thirty units (one stand = one unit) divided into three corps (right wing, center and left wing), each led by a commander. Each troop type has a basic factor against other troops. Each unit has a number of cohesion points. Heavier troops in close formation start with more cohesion points than lighter ones. The losses from shooting and close combat gradually reduce a unit's cohesion and when it reaches zero the unit is routed and removed from play.

Combat: Both players roll 1D6 and add their unit's base factor plus any bonuses. The higher score wins the combat and the losing unit suffers cohesion losses that vary according to the difference between the two results. Troops armed with missile weapons can shoot: archers, cavalry, light troops, etc. A successful shot results in the target losing one cohesion point.

1-201051
Cartmell, Craig anf Murton, Charles HEROES, VILLAINS AND FIENDS: A Companion for In Her Majesty's Name
It is 1895 and the future depends not upon the actions of governments but upon those of the Adventuring Companies, and will be shaped by countless engagements in city streets, ancient ruins, dense jungles, high mountains and boundless deserts.

In America, good men fight to preserve their hard-won liberty and the great drive west is stalled by Native American mystics and powerful outlaw gangs. In Africa, native forces fight to push back the Pax Britannica - no longer is a Lee-Metford rifle and a disciplined resolve enough to put the foe to flight. In Europe, darkness gathers around the Austro-Hungarian court and the Great Powers watch warily, knowing its fall could precipitate a war to end all wars.

Heroes, Villains and Fiends presents new Companies, from the rebellious Zulu and Apache to the spies of the Okhrana and Secret Service, and the mysterious forces of such groups as the Knights Templar and the sinister Hellfire Club. With equipment, Talents and Mystical Powers, additional scenarios and a sample campaign, Heroes, Villains and Fiends opens up new possibilities for In Her Majesty's Name. 1 vol, 64 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid November 2013 ......$18.00
discount: :15%

1-201052
Cartmell, Craig anf Murton, Charles SLEEPING DRAGON, RISING SUN: A Companion for In Her Majesty's Name
China, the greatest empire the world had ever known, is weak and divided after a series of humiliating defeats in the Opium Wars, and the divine Empress' court harbors many who deeply resent the westerners who inflicted and now take advantage of these losses. Japan, on the other hand, has embraced the West with open arms.

After centuries of isolation the Japanese now march forwards and accept technologies that, a few decades before, would have been regarded as witchcraft. Possessed of the East's most modern army, Japan now looks avariciously towards its neighbors. The next decade will decide whether the ancient empires of the East survive or are washed away, and every one of the Great Powers wants their slice.

1-199410
Cavatore, Alessio BOLT ACTION: World War II Wargames Rules - 2nd Edition
The new edition offers the same World War II game play with order dice system and mixed armies of infantry, tanks, and artillery.

Key New Features:

* Officers activate other units! Used cleverly, this creates a huge tactical shift as you can order multiple units to fire or advance in concert.* Big Explosions! HE fire now uses templates to determine damage - your opponent had better spread out his troops to avoid carnage!* Armed Transports! Once your squad has piled out of its halftrack, the driver can speed around and unleash a hail of lead at the enemy!* New Army List: The main rulebook now includes a fifth army list - adding Imperial Japan to Germany, Great Britain, USA, and the Soviet Union. 1 vol, 228 pgs
2016 UK, OSPREY PUBLISHING
NEW-hardcover ......$40.00
discount: :15%rct

1-209392
Cavatore, alessio KINGS OF WAR: Destiny Of Kings
Campaign supplement for the fantasy mass combat game Kings of War. A copy of Kings of War is required to use this book. Includes: Map-based Campaigns, Narrative Campaigns, New Heroes, and The Quest of the Necromancer Campaign.

Mortibris the Necromancer cursed and spat in the dust as he saw the host which awaited them. Leave it to the Elves to meddle in matters which did not concern them. With the Dwarfs and possibly the Basileans soon to be at his back, he could ill-afford further distractions here. No matter. The Elves facing him had no idea of the power he could unleash. Not even the blighted maiden at their head, whose essence he recognized readily enough. Madriga! 1 vol, 56 pgs
2016 UK, MANTIC GAMES
NEW-pb, available late October 2016 ......$22.00rct

2-199410
Cavatore, Alessio and Priestly, Rick BOLT ACTION: World War II Wargames Rules
Created as a joint project between Warlord Games and Osprey Publishing, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific.

Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours.

1-199411
Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of Germany 2nd Edition
Revised and expanded for Bolt Action 2nd Edition, this book provides players with all of the information they need to command Germany's military might. Detailed unit options and theater selectors allow players to build armies for any of Germany's campaigns, from the Blitzkrieg against Poland and France, through North Africa and the Eastern Front, to the fall of Normandy and the defense of Germany. 1 vol, 108 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available late November 2016 ......$30.00
discount: :15%rct

2-199411
Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of Germany
This book provides Bolt Action players with all of the information they need to field the military forces of Germany. Detailed army lists allow players to construct German armies for any theater and any year of the war, including the early campaigns in Poland and France, the dusty tank war in the North African desert, the bloody battles on the Eastern Front, and the final defense of Normandy, occupied France and Germany itself. With dozens of different unit types including Fallschirmjager, Waffen-SS, and the dreaded Tiger tank, players can assemble a huge variety of troops with which to battle their opponents. 1 vol, 80 pgs
2012 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%inc

1-199412
Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of the United States
With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the men of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theater of the war. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-193910
Chadwick, Frank CONDOTTIRE - The Dogs of War Renaissance Mercenary Warfare Rules & Campaigns
8.5x12, highly illustrated, full color. In the late Middle Ages and early Renaissance, the great cities of Italy enjoyed a growth in wealth and power. As they absorbed the smaller villages and towns around them, they became true city-states, and inevitably came into conflict with each other. As the communal militias of the cities were amateurish and largely ineffective, the princes of the cities turned increasingly to mercenary captains to provide armies of experienced veterans. The contract with them was called a condotta, and so the military leader who worked under such a contract was a Condottiere.

Condottiere allows you to re-fight battles from the Age of the Condottieri. The game aims for a high degree of playability and fun while still addressing the real tactical and leadership challenges of that age.

The battle rules allow you to play pitched battles at a club meet or between several friends. But the campaign rules allow a larger group of players to conduct a series of battles, and gradually build up their forces. True to the spirit of the Condottieri, the campaign rules also provide many opportunities for deceit and betrayal, and only a clever combination of tactical skill and duplicitous double-dealing will enable the player to line his pockets with gold and build his reputation as a great Condottiere. 1 vol, 0 pgs
2010 UK, FOUNDRY
NEW-hardback, available 2011 ......$52.00
discount: :15%

*** If you own the original edition you do not need this edition, in fact due to a problem with reprinting, TOB had to condense it. *** 1 vol, 126 pgs
2012 US, TEST OF BATTLE GAMES
NEW-softcover ......$30.00

1-199240
Chadwick, Frank and Kidd, Glenn MEN UNDER FIRE: WWII Rules
Men Under Fire is a one-to-one scale game, using individually-mounted figures, vehicles, and heavy weapons. It is a tactical game, not a skirmish game. Players control as much as a full company of troops on the table, and maneuver squads and platoons as units. The game uses D6-based fast-playing rules, while still capturing the command challenges of keeping a squad or platoon moving forward under enemy fire. Includes:

* Complete rules, easy to read, with extensive diagrams, and design notes spread throughout the text which explain the reasoning behind the rules and give historical examples.* The Just Another Mission system for generating historical forces for balanced one-on-one battle games.* Unit organizations for the US Army, US Marine Corps, Great Britain, Germany, Japan, and the Soviet Union throughout World War II.* Complete equipment lists for all of the above armies. 1 vol, 118 pgs
2012 US, TEST OF BATTLE GAMES
NEW-softcover ......$30.00

1-199414
Chambers, Andy BOLT ACTION: Armies of the Soviet Union
This book provides Bolt Action players with all of the information they need to field the military forces of the Soviet Union. From the bitter urban warfare of Stalingrad, through the Winter War against Finland and the final drive to Berlin, the detailed army lists provided in this supplement allow players to construct Soviet armies for any theater and any year of the war. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover, available late May 2013 ......$25.00
discount: :15%

1-199400
Clark, Richard DUX BRITANNIARUM
Dux Britanniarum is a set of rules for wargaming and campaigning in the Age of Arthur. Covering the period 450AD to 600AD the rule book combine all you need to fight tabletop games and to run a virtually paper-free campaign.

The rules are designed to be played with relatively small forces. A Saxon starter Army is just 38 figures, a British starter army is only 44 figures. Designed for in 28mm figures, the rules play just as well with larger or smaller figures. Forces are grouped into six figures for most warriors and four figures for skirmish and missile troops or cavalry. The tabletop rules are D6 based and simple to use, with the single page playsheet on the rear cover of the rules covering 99% of situations. Activation is determined by a speedy card driven system where all units get to act in any single turn.

Included with the rules is an A3 pull out map of Britian in around 450AD which provides the background setting to the Dux Britanniarum campaign. Your characters start their campaign as a Saxon Lord or a Romano-British Tribune and will attempt to gain fortune and reputation on the battlefield as you fight to defend or conquer a Romano-British kingdom. Included with the rules are four detailed maps which together cover moderd Britain, Wales and lowland Scotland along with an historical background to each kingdom.

A character generation system will add colour to your campaign as your Nobles assume their own personalities. The terrain and scenario generator allows games to be set up quickly and to result in an almost infinite variety of games to keep you challenged and enjoying the action. The tabletop rules provide for a fast play system with a fun and exciting narrative as your Nobles lead their men into battle. The unique three phase battle system and force morale mechanism allows you to fight your battles with a minimum of preparation and tie those results into the campaign system for a really exciting and fun gaming experience.

At the heart of the game is the Game Deck and the Fate Deck, together a combined 64 cards which are available for purchase either on their own or as part of a great value bundle. The 64 card set includes both the Game deck and the Fate deck are available, either individually or as part of great value bundle deals as well. .

1-199401
Clark, Richard DUX BRITANNIARUM: The Raiders
The Raiders supplement introduces three new factions: Scotti, Irish, and Picts, plus amended force options for the Gwyr y Gogledd: the Britons of the North. Also includes rules for the new factions, campaign maps of Ireland and Scotland, and an additional 54 cards for the Dux Britanniarum Game and Fate Decks. 1 vol, 44 pgs
2012 UK, TOO FAT LARDIES
NEW-softcover ......$40.00
discount: :10%

2-89330
Clarke, Richard SHARP PRACTICE 2nd EDITION: Rules for Large Skirmishes with Card Deck
Sharp Practice covers large skirmishes in the black powder era, from 40 to 60 men a side, but with room to push that up to 100 plus. The rules are much streamlined from the first edition, with a fast play system which sees action joined almost from the outset and a command and control system which keeps you focused on making the big decisions while the simple yet subtle rules keep the game flowing.

Covers the entire black powder era of 1700 to 1865, including Army Lists for the French and Indian War, American War of Independence, Peninsular War, American Civil War, and Indian Mutiny. Plans include free downloads of Army Lists and supplements to expand into Garibaldi, Seven Years War, and Wars in Mexico periods. 1 vol, 80 pgs
2016 UK, TOO FAT LARDIES
NEW-softcover with deck of cards ......$40.00rct

1-90340
Clarke, Richard THROUGH THE MUD AND THE BLOOD:WWI Skirmish Rules
Designed for large skirmishes, with from 30 to 100 figures per side, based around the actions ofleaders in battle. Along with the main rules there is a section on organisation and tactics. 1 vol, 64 pgs
2009 UK, TOO FAT LARDIES
NEW-softcover, o/p ......$26.00

1-73050
Coggins, Robert and Taylor Jr, Craig NAPOLEON'S BATTLES: Marechal (4th) Edition Full Color
NAPOLEON'S BATTLES is a grand-tactical wargame which covers the period of the revolutionary and Napoleonic wars, from 1792 to 1815. In these rules, players assume the role of army or Corps commanders.

With NB you have the full flexibility that many other games fail to provide so that you can play tournament battles with a standard championship army that can be played in two hours, or recreate bigger historical Battles like Waterloo, Austerlitz, Talavera, Marengo to enjoy such large scale engagements involving multiple players in each side. The real Napoleonic wargame!

This game was inducted into the Hall of Fame of Academy of Adventure Gaming Arts & Design.

Short list of the main changes:

The Standard Rules about fighting in built-up areas (deploying, firing and combat) have been heavily changed for a more realistic outcome. Using the rules from previous editions, built-up areas were not handled as in many historical accounts, so the rules have been adapted to simulate the combats in these focal points in the battlefield more accurately.

Some minor changes have been made in the firing section (e.g. template placement, bonus) both in the Standard and Optional Rules to avoid unrealistic extreme situations.

A new set of Optional Rules have been included to handle some aspects related to the units' built-in commanding officers, allowing them to have a little chance of rallying the unit independently or limited handling of an out-of-command situation. Now brigade commanders can take initiative tests even though they are not represented on the board. The effects of casualties among attached units have also been slightly modified.

In the Standard Rules units can now no longer pass freely through other friendly formations. Movement in march column and over bridges has also been changed for a more realistic outcome.

A list of abilities have been included as an Optional Rule to avoid a fixed statistic line for each unit type and allow to represent differences in morale, training or experience between units of the same type and nationality, so players and scenario designers can customize the units based on the historical behaviour of a particular unit. The unit sizes have also been altered to fit more accurately in the historical scenarios. A number of updated scenarios are provided within the rules, with more of them to be published on the website plus and a web facility to help building customized armies as an option for players that wish to use it.

Cavalry with a react marker can counter-charge if contacted when having a react marker as a new optional rule (this is considered 'Attacking Cavalry').

A new combined arms attack Optional rule has been designed to avoid a perfect coordination of the battlefield units, which historically was very hard to accomplish. Hence, pulling out devastating attacks becomes more difficult with this rule and the players must weigh different options depending on the risk they want to assume.

The all-out attack and dismounted cavalry sections have been moved from Standard Rules (in the previous edition) to Optional, since they are seldom used and not suitable for beginners. The rules themselves have not been changed, so veteran players can still use them as before if desired. 1 vol, 184 pgs
2015 UK, PARTIZAN PRESS
NEW-hardcover ......$60.00

1-57650
Condray, Pat WARGAMING THE AGE OF MARLBOROUGH
Simple set that captures the 'flavor' of warfare in the early 1700's, includes provisions for the Great Northern war. 1 vol, 12 pgs
1999 US, EDITIONS BROKAW
NEW-pb, second edition ......$5.00

2-65230
Conliffe, Arty MODERN SPEARHEAD
Playable with any figure scale, facsimile copy of the 2000 original publication - so does not incorporate any errata. For a variety of reasons this was the best way to easily bring the publication back into print quickly & simply, and is largely thanks to the effort of Dennis Shorthouse at OMM. This reprint features the rule pack presented as a wire bound book (rather than the original hole punched loose-leaf version*) - the new layout will allow the rulebook to be laid flat; and it has the facility for the Quick Reference Sheet (QRS) and Data Cards to be torn out to be used loose if desired or left as aprt of the main rulebook 1 vol, 116 pgs
2016 US, ON MILITARY MATTERS
NEW-wire bound ......$30.00

1-199250
Cook, Mark and Hobbs, Wayne THE RETURN - Leyte October 1944
On the 20th of October American forces landed on the Island of Leyte, fulfilling General Douglas MacArthur's promise to return to the Philippines. This booklet contains campaign rules covering strategic movement, weather and beach assaults for the capture of Leyte by the American 6th Army. Optional rules are also included for MacArthur's original plan using the Australian 6th Division.

These wargaming rules include orders of battle for American, Japanese, and Australian forces as well as a random battlefield generator for the Pacific theater, optional night attack rules, and new fog of war cards that capture the flavor of war in the Pacific. 1 vol, 40 pgs
2012 US, TEST OF BATTLE GAMES
NEW-softcover, available early August 2012 ......$20.00

1-73648
Cook, Mark and Wayne Hobbs ROAD TO TOKYO: October 1942-July 1945
Road to Tokyo covers the war in the Pacific Theater of Operations (PTO) from October 1942 to July 1945; the period when the Allies took the strategic initiative away from the Japanese.

Includes 13 scenarios are included from the turn of the tide at Guadalcanal through to Okinawa, and not forgetting the battles in Burma and Borneo. Rules for representing the environment and weapon systems that defined the PTO are included, along with information on the Japanese Army and 20 new Pacific fog of war cards. This book allows you to join the fight and battle along the Road to Tokyo. 1 vol, 70 pgs
2006 US, TEST OF BATTLE GAMES
NEW-pb, available mid July 2016 ......$26.00rct

1-209740
Coulter, Jonathan MEIN PANZER CORE RULES - 2nd Edition
Mein Panzer is a complete rule system covering company level combined arms warfare from World War I through the present day. The game is suitable for use with micro armor (1/285th - 1/300th scale) through 15mm, and has been designed from the ground up to provide a pleasant mix of historical accuracy and realism. This design philosophy is successfully presented within an easily learned, eminently playable and very enjoyable game system. No other game system on the market provides such a delicate blend of detail and playability.

Each vehicle is modeled 1:1, and has armor values, fire control, mobility, and armament ratings in sufficient detail to impart the proper 'feel' to each vehicle. We condense minuti 1 vol, 60 pgs
2006 US, OLD DOMINIO GAMEWORKS
NEW-softcover ......$30.00

1-191700
Cunningham, John Casemate & Cannon: Naval Fleet rules for the Age o
Naval Fleet rules for the Age of Steam 1820-1890. Covers all Naval Fleet action from rivers to the open seas. Includes two scenarios, ship lists for all major powers, integrates with Eagle's Prey. 1 vol, 90 pgs
2010 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

Foreword: By Commander Bothwell USN 1943-1973, last of the original Fletcher Pratt (FP) players.

Chapter 1. The Hunt for the WWII version of the FP rules, as opposed to the 1933 version of the rules that have been reproduced ever since.

Chapter 2. Bio of FP.

Chapter 3. Summary of how to play the FP Naval War Game.

Chapter 4. Complete Rules for the FP Naval War Game as used by the New York group during WWII

Chapter 5. Previously unpublished FP Strategic Games from before WWII .Chapter 6. Original scenario written by Pratt -- Arctic Convoy Action off Murmansk, which includes discussion by Pratt of the game versus the historical reality.

Chapter 7. John Curry offers some guidance on how to play the FP wargame based on years of experience.

1-202800
Curry, John, editor MORE WARGAMING PIONEERS: Ancient and World War II Battle and Skirmish Rules by Tony Bath, Lionel Tarr and Michael Korns
This book contains three sets of early wargaming rules:

Tony Bath's Medieval Wargaming Rules: Published in 1956, these were the first rules for ancient and medieval wargaming and include a commentary from Charles Grant. Tony Bath went on to establish the Society of Ancients and was the undisputed founding father of ancient wargaming.

Lionel Tarr's 1962 World War II Rules: Lionel Tarr was the first modern wargamer attempting to recreate the battles of World War II. As a result of his own military experience from the Parachute Regiment at Arnhem, his rules show the vulnerability of infantry and the importance of cover. Also included are some of the writings by Tarr's co-author, Carl Reavley.

Michael Korns' 1966 Modern Wars in Miniature: The first set of skirmish rules with each player representing a single figure on the table top. The players were given military type orders and were only told what their character on the table top could see; it was an early attempt to realistically portray some aspects of real war at the individual level through wargaming. The rules are introduced by commentary from Ned Zuparko, who played in some of the original games. 1 vol, 113 pgs
2012 UK, JOHN CURRY EVENTS
NEW-softcover, available late August 2013 ......$24.00

1-203670
Curry, John, editor The British Kriegsspiel (1872)
The British Kriegsspiel (1872) The 1824 German Kriegsspiel game has been widely referred to as the start of modern professional wargaming. This book, aims to explore the British development of that early game in the 19th century. Much of the 170 pages of material has not been in the public domain since it was first published. The contents of this book include:

* Map Maneuvers: An Introduction to Kriegsspiel (1839)* The Rules for Kriegsspiel by Captain Baring (1872)* A newspaper report on the German Game of War (1878) * A discussion about how to create wargaming terrain in Aids to Kriegsspiel (1897)* The Dangers of Kriegsspiel and Political Officers (1899) * The problems with creating imaginary maps for war games (1888)* Bellum, an English Kriegsspiel Variant (1909) * The first medieval wargame in Kriegsspiel and the Teaching of Military History (1890)* The Game of Polemos as played at RUSI (1888) * A wargame with a political message, Lt Henry Chamberlain's RN New Game of Invasion (1888) 1 vol, 170 pgs
2013 UK, JOHN CURRY EVENTS
NEW-softcover ......$24.00

1-84270
Danes, Stephen TO THE BANNERS:Rules for Pike & Shot 1500-1700
A4, well designed set that lends itself to smaller actions(much more common) than larger battles, can be used with both 25mm and 15mm scales; (4) pages of flags in color, play aids, scenarios. 1 vol, 40 pgs
2006 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

1-211300
Daniels, James THE KINGDOM IS OURS: Fast Play Rules for Wargaming the English Civil War Period
English Civil War rules paired with Bicorne miniatures. Players control a brigade: 2 horse regts (4 stands per regt), three foot regts (eight stands per regt), saker, and commander. Uses d6s and d10s. Players issue orders to units and then roll to see if the order is done. Includes scenario Roundway Down and a listing of Bicorne miniatures available. 1 vol, 88 pgs
2016 UK, HELION AND COMPANY
NEW-pb, available early May 2016 ......$30.00
discount: :15%rct

1-201045
Davis, Graeme THOR: Viking God of Thunder - Myths and Legends Vol. 5
In the stories of the ancient Vikings, Thor is a warrior without equal, who wields his mighty hammer in battles against trolls, giants, and dragons. He is the god of storms and thunder, who rides to war in a chariot pulled by goats, and who is fated to fall in battle with the Midgard Serpent during Ragnarok, the end of all things. This book collects the greatest myths and legends of the thunder god, while also explaining their historical context and their place in the greater Norse mythology. It also covers the history of Thor as a legendary figure, how he was viewed by different cultures from the Romans to the Nazis, and how he endures today as a popular heroic figure. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

1-88171
delannoie, Johan CHAMPS DE MARS-NAPOLEON'S CAMPAIGNS:1806 Prussia
10+ scenarios of this Campaign, designed for the rule set L'AIGLE but can be used for most Napoleonic rule sets. 1 vol, 60 pgs
2009 UK, PARTIZAN PRESS
NEW-softcover ......$24.00

1-88172
delannoie, Johan CHAMPS DE MARS-NAPOLEON'S CAMPAIGNS:1806-1807
10+ scenarios of this Campaign, designed for the rule set L'AIGLE but can be used for most Napoleonic rule sets. Covers the 1806-1807 Winter Campaign against Russia. 1 vol, 56 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover, here in 2-3 weeks ......$28.00

1-211290
Dennis, Peter WARGAME: THE ENGLISH CIVIL WAR 1642-1651 -- Battle for Britain
In this series renowned historical illustrator Peter Dennis breathes life into the 19th Century paper soldier and invites the reader to re-fight the wars that surged across the nation of Britain. All the artwork needed to make historically- accurate armies is presented in a source-book format, copyright free for personal use.

In this first title, the Horse, Foot and Dragoons of King and Parliament, along with period buildings can be made, using traditional skills with scissors and glue. Simple 'one sheet' rules by veteran wargamer Andy Callan enable the maker to stage battles limited only by the size of the player's available table-space. 1 vol, 48 pgs
2016 UK, HELION AND COMPANY
NEW-pb, available early May 2016 ......$30.00
discount: :15%rct

1-212550
Dennis, Peter WARGAME 1066: SAXONS, VIKINGS, NORMANS
In these books, Peter Dennis sets the paper soldiers of the 19th century marching again across the wargame tables of the 21st. All the troop types of the wars are represented in full color in a format designed to create stands of soldiers to re-fight epic struggles for the control of Britain.

Although the figures can be used with any of the commercial sets of wargame rules, an introduction to wargaming and a simple set of rules is included, along with buildings, trees, and Viking ships to transport Harald Hardrada's men to meet their fate at Stamford Bridge. 1 vol, 48 pgs
2016 UK, HELION AND COMPANY
NEW-pb, available late October 2016 ......$30.00
discount: :15%rct

1-21540
Dennis, Peter WARGAME THE WARS OF THE ROSES: 1455-1487
In these books, Peter Dennis sets the paper soldiers of the 19th century marching again across the wargames tables of the 21st.

All the troop types of the wars are represented in full color in a format designed to create stands of soldiers which can be used to re-fight these epic struggles for the control of Britain. Although the figures can be used with any of the commercial sets of wargame rules, an introduction to wargaming and a simple set of rules, along with buildings, trees, early gunpowder weapons, fearsome Irish Kern, and ruthless European mercenaries. 1 vol, 48 pgs
2016 UK, HELION AND COMPANY
NEW-pb, available late October 2016 ......$30.00
discount: :15%rct

1-190936
Drewienkiewicz, J. and Poole, A, plates by Bob Marrion WARGAMING IN HISTORY Vol. 6: FIRST BULL RUN 1861 THE CAMPAIGN, UNION MILLS FORD, HENRY HOUSE HILL
The authors examine the very birth of the American Civil War (a prelude to a more detailed study of Stonewall Jackson to come), pointing out the huge possibilities that First Bull Run offers because of its nature as an encounter between amateur armies led by inexperienced officers. This study of the historic battle is peppered with color photographs (including a whole chapter on the battlefield today), stunningly good maps, and detailed orders of battle. 1 vol, 184 pgs
2012 UK, KEN TROTMAN
NEW-dj ......$60.00

1-199270
Eaglestone, Paul A WORLD AFLAME: Interwar Wargame Rules 1918-39
Often called the Pulp Era, the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the 'Great Game' in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the 'Very British Civil War.' This gaming trend has sprung up in recent years, following a what-if scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. 1 vol, 64 pgs
2012 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

2-207480
Eckles, Darby FNG: 2nd Tour
FNG Second Tour (FNG2T) is the second edition of FNG streamlined the mechanics and kicked up the realism. FNG2T gives you what you need to run your grunts through infantry combat in Vietnam during 1967-1968.

Don't have an opponent? No problem! FNG2T also includes extensive solo mechanics so you can play against the game either by yourself or with friends all on the same side! FNG2T is designed to be played with one figure representing one man and in any figure scale you may already have. Artillery, airstrikes, helicopter gunships, Puff the Magic Dragon, bunkers, tunnels, and more. FNG2T has them all and much more.

FNG Second Tour also includes a unique campaign system to carry your personal soldier through an entire combat tour of exotic Vietnam. This campaign system not only generates your missions, but also your enemies, rewards for success and repercussions for failure, even the terrain in which you will play.

As your campaign progresses, so does the experience and abilities of your troops. If you command well, some might even survive long enough to rotate home and be replaced by fresh FNGs. But, if you lead poorly you will see more than your share of body-bags. 1 vol, 130 pgs
2015 US, OMM PUBLISHING
NEW-wire bound softcover ......$25.00

1-205980
Elliot, Ged IN THE GRANDEST MANNER
Rules for Napoleonic wargaming with huge armies, on large tables, over many hours, for a truly grandiose affect.

* Developed for 10mm but readily adaptable to any figure scale or basing* A Command & Control system centered on the Division, reflecting the abilities of the various Napoleonic Generals* A new Morale system which allows much more variety and combinations of training and elan* A new interpretation of classic infantry and cavalry formations and capabilities* A new firing system using an ability as well as class system* A new Melee system* Reserves receive their deserved importance on the battlefield* Rule questions answered via the web along with advice on practical subjects such as terrain construction* The first part of a project with a planned series of Companion books with battles, full OBs and tabletop maps 1 vol, 112 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover ......$38.00

1-205981
Elliot, Ged IN THE GRANDEST MANNER COMPANION: The 1809 Danube Campaign from the Situation Room
This publication is part of a planned series of 'Companions 'to both support and supplement the rules, 'In The Grandest Manner', with themed scenarios that are developed and played at 'The Situation Room'. To make use of this Companion, you do not require any specific set of rules, although they are written with ITGM in mind. Indeed, the Companion lends itself to being scaled in virtually any way the reader wishes, for use with a plethora of rule sets.

The scenarios are based on four main battles from the Danube Campaign of 1809 between the French, commanded by Napoleon, and the Austrians, commanded by Archduke Charles. In order, the battles are Abensberg, Eckmuhl, Aspern-Essling, and Wagram. Each scenario has a map, full OB, and any special rules. Typical dispositions are also used to illustrate the scenarios.

Also, time is spent on exploring the intricacies of the rules which the Companions supports. In this edition, the focus is on the game setup, focusing on the work going into setting up any game. After set up, the morale system is examined in depth, exploring the troop definitions that can enable as much variation as wanted or indeed warranted by any scenario. 1 vol, 80 pgs
2015 UK, PARTIZAN PRESS
NEW-softcover, available late December 2015 ......$30.00rct

1-208490
Ensteness, David ET SANS RESULTAT: Grand Tactical Napoleonic Wargame Rules
Playable at four ground scales: 75, 100, 150, or 200 yards per inch and using nearly any scale miniatures, ESR is highly flexible. By using movement trays players can choose a convenient ground scale and use their existing miniatures collection without rebasing.

ESR is a 90-page spiral bound book printed in full color and featuring clear diagrams illustrating mechanics and photographs displaying game play. The rules comprise 40 pages and are supported by 30 pages of appendices including optional commander and troop ratings, a glossary of terms, an index for easy reference, and charts for 1 inch = 75 yards. Charts and gauges for other scales along with order cards are available as Players' Kits.

1-MUH50360
Fallon, Nick, Pauli, Alan and Birch, Chris AIRFIX BATTLES GAME: Quick Battles With Your Plastic Soldiers
A fast and fun introductory wargame playable with all your Airfix figures and vehicles. Airfix Battles comes with everything you need to play exciting WWII battles straight out of the box including die cut cardboard counters for tanks, infantry and guns in case you don't have any figures to hand.

Airfix Battles lets you plan your army using the Force Deck. Draw the cards or select the ones you need to build an exciting army to challenge your friends. Set up the battle using step by step instructions in the Mission book and you're ready to play. Each player has a hand of Command Cards to move and fight their forces, or bring in artillery support. You'll never know what your opponent is going to do next!

1-MUH50360A
Fallon, Nick, Pauli, Alan and Birch, Chris AIRFIX BATTLES GAME: Card Expansion Set
Prepare to top up your troops, call in reinforcements and commit your reserves for your favourite Airfix Battles forces, with this brand new set of 24 bonus Force Cards for the Airfix Battles wargame.

With a huge variety of British, American and German troops, it features specialists like the Allied Bazooka team, the 6-pounder anti-tank gun, a 10-man squad of Tommies with anti-tank Piats, as well as experienced leaders like the Commando Sergeant, Allied Captain and unit of Veterans.

You'll also find a huge variety of specialist Allied vehicles such as the Sherman Calliope tank with its rocket launchers, the M8 Greyhound armored car, or the Churchill Crocodile battle tank, plus a host of classic world war two vehicles.

For the Axis forces you'll be able to deploy an array of fearsome vehicles and armour like Michael Wittman's Tiger, featuring the ace German tank commander, the Panther battle tank, the SDKFZ 222 armored car and the deadly Tiger II King Tiger! 1 vol, 1 pgs
2016 UK, MODIPHIUS
NEW-card deck ......$9.00rct

2-199070
Fastoso, Mark and Miller, Jonathan FIREBALL FORWARD: Tactical WWII Wargaming 2nd Edition
Fireball Forward is an innovative rules set for re-creating company-scale engagements in WWII using tabletop miniatures of any scale. The game is easily learned, fast-playing, and above all it emphasizes story elements of the battle so that the narrative which emerges has a natural feel of a historical written account.

Attention is focused on active units, and the full story of each activation is followed until a natural break point is reached, similar to the end of a paragraph in a historical memoir. The game turn has no fire phase, rally phase, etc., but instead, active units may fire, move, rout & rally in any order as needed to develop their plan. Non-active units play an important role at all times, looking for opportunities to derail the active plan.

Fireball Forward is playable on a kitchen table in one evening, and it's designed to challenge players with realistic tactical choices, resulting in a satisfying game for everyone.

The game turn has no fire phase, rally phase, etc., but instead, active units may fire, move, rout, and rally in any order as needed to develop their plan. Non-active units look for opportunities to derail the active plan. Fireball Forward is playable on a kitchen table in one evening, and it's designed to challenge players with realistic tactical choices, resulting in a satisfying game for everyone.

1-199071
Fastoso, Mark and Miller. Jonathan FIREBALL FORWARD - Panzer Lehr at Saint Lo
Supplement to Fireball Forward contains 15 scenarios set in July 1944 near St. Lo. The US wants to break out of the hedgerows, the Germans want to keep the US pinned in them. Also included: new rules and vehicle data cards for all vehicles used in this book.

1-199072
Fastoso, Mark and Miller. Jonathan FIREBALL FORWARD: Marines at Guadalcanal August to October 1942
Supplement to Fireball Forward focuses on the tiny island of Guadalcanal, August - October 1942, and its crucial airfield.

The newly constituted 1st Marine Division's green volunteers and some hard-bitten veterans (the Old Breed) dig in and try to hold against the best that Imperial Japan has to throw at them. The fate of the Pacific War hangs in the balance. Follow the action in 14 action-packed historical scenarios. Also included: new rules and vehicle data cards for all vehicles.

The Battle of the Tenaru Mini-Campaign: Four scenarios featuring the famous Japanese assault across the sandbar at Alligator Creek.

Bloody Ridge Mini-Campaign: Five scenarios about Kawaguchi's September Offensive including a counterattack by Marine Stuart tanks.

1-192560
Fisher, Scott CHECK YOUR 6 - JET AGE
CHECK YOUR 6! JET AGE was designed to closely reflect the details of jet age air combat while providing maximum playability. Building on the award-winning CHECK YOUR 6! (Classic WWII system), this game is the result of more than three years of research into air-to-air weapons, combat maneuvers, aircraft statistics, and the influence of pilot skill on combat. Combat is reflected in 3D and statistical analysis was extensively used in the design. Former and current US Air Force and US Marine Corps pilots were part of the design team from the start, greatly influencing the design and mechanics of the game rules.

SIMPLICITY: The key design goal for CY6-JA was to maximize pilot influence and historical accuracy while keeping the game relatively easy to play. All of the major game charts are on two sides of one 8-inch by 11-inch chart.

1-192561
Fisher, Scott AIR WAR KOREA: CHECK YOUR 6 Scenario Book
AIR WAR KOREA is a scenario and campaign book for the popular CHECK YOUR 6 JET AGE Air Combat and Campaign Rules. The book provides comprehensive coverage of the air war in Korea under one cover with five campaigns and 32 scenarios. The first mini-campaign follows the start of the Korean War when UN forces attempted to stem the tide of the Communist Invasion from June to December 1950. The following three mini-campaigns cover the fight for MiG Alley January 1951 to December 1951, the 'Black Tuesday' UN B-29 attack and the interception of the Chinese Taehwa-do Island mission in October and November 1951, and the fight for air supremacy over Korea from February 1952 to July 1953.

A bonus mini-campaign is also included that covers US Navy and Marine operations from 3 July 1950 to 18 November 1952. The book also features some of the Korean War's top aces including James Jabara, George Davis, Frederick Blesse, Boris Bokach, Gregorii Ges, Nikolay Ivanov, and Li Han. The scenarios can be played individually, linked to form mini-campaigns, or combined as one grand campaign.

1-192562
Fisher, Scott STAR AND PYRAMID: CHECK YOUR 6 Scenario Book
Star and Pyramid is a scenario and campaign book for the popular Check Your 6 Jet Age Air Combat and Campaign Rules. The book provides comprehensive coverage of the 1967 to 1973 air wars between Israel and Egypt, offering five campaigns with 27 scenarios.

Campaigns:1: 1967 Six Day War: Israeli surprise attacks and first two days. 2: 1967 Six Day War: Egyptian counterstrikes over next four days.3: 1969-1972: Egyptian attempts to regain the initiative in the War of Attrition with new aircraft, surface-to-air missiles, and Soviet involvement.4: 1973 Yom Kippur War: Israeli versus Egyptian defense.5: 1973 Yom Kippur War: Israeli deep strike operations against Egyptians.

Includes several introduction sections containing campaign historical background, an annotated bibliography for further reading, a color scheme guide, and a campaign map. Contains aircraft statistics for more than 20 US, British, Israeli, and Soviet-built aircraft in Check Your 6 Jet Age format for use in the scenarios, plus detailed notes and rare pictures of the various aircraft featured in the campaign. Features some of the world's top jet aces including Michael 'Diamond' Haber, Dan Sever, Giora Rom, Avraham Salmon, Israel Baharav, Yiftach Spector, Asher Snir, Eitan Peled, Amir Nachumi, Eitan Ben-Eliyahu, and Shlomo Levi as well as exploits of Egyptian pilots Mustafa Hafez, Nabil Shuwakri, Ahmad Atif, Qadri al-Hamid, and Nasr Mousa. 1 vol, 60 pgs
2010 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

1-192563
Fisher, Scott CRISIS IN KASHMIR - Jet Combat 1965 India vs Pakistan: CHECK YOUR 6 Scenario Book
CRISIS IN KASHMIR! is a scenario and campaign book for the popular Check Your 6 Jet Age Air Combat and Campaign Rules. The book provides comprehensive coverage of the air war between India and Pakistan in 1965 under one cover, with special rules for the Indian and Pakistani air forces and 19 scenarios.

The scenarios pit the evenly matched Hawker Hunter and F-86F Sabre against each other in tense maneuvering combat - will Pakistan's new AIM-9B Sidewinder missiles prove to be the edge needed to carry the day? The book also features the first combat employment of the F-104A Starfighter and MiG-21 Fishbed, following these two legendary fighters in a face-off over the foothills of the Himalayas. Scenarios include the diminutive and quirky Folland Gnat, which gained a reputation in the hands of the Indian Air Force as the 'Sabre Slayer.' Canberra bombers flying against Sabres in a do-or-die mission and the final air-to-air engagement of the deHavilland Vampire are likewise covered in exciting scenarios. The book showcases massive cannon armament against the effectiveness of the promising but unproven AIM-9B Sidewinder missile - and the outcome is always a surprise!

HISTORICAL RESEARCH: The book includes several introduction sections containing campaign historical background and campaign maps. The book also contains detailed notes and rare pictures of the various aircraft featured in the campaign.

JET AGE STRATEGIC CAMPAIGN SYSTEM: This book features a unique new Strategic Campaign System. The scenarios can be played individually or as one grand campaign. See how your performance in the air impacts the ground war, and influence the fight with deft political choices and the savvy use of your limited resources. Will your air force be able to break the deadlock at Akhnur, or force the defenses at the Ichogil Canal? 1 vol, 60 pgs
2013 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

1-22740
Fisher, Todd REVENGE:Miniature Rules for the Age of Chivalry
Revenge is actually three rules sets.

DEUS VULT depicts the tactical problems faced by Charlemagne or Henry VINTO THE BREACH lets you storm a castleSLUYS is a naval rule set.

The Battle rules give you the same tactical problems faced by Charlemagne and Henry V. The scale is one figure for 20 men.

The Siege rules is man-to-man system to take the city or castle walls.

The naval rules are also a man-to-man system, fighting from one deck to another.

In all three rules, troops are rated separately for morale and armor. Different melee and missile weapons can be used on the combat charts. This allows you to cover any medieval troop type by adjusting the morale, armor, and weapon types. The Mongols really are the Wrath of God.

While the rules recommends mounting figures on 40mm wide bases for 15mm, and 60mm wide for 25mm, they can be used with any mounting system that's consistently applied. 1 vol, 72 pgs
1992 CHICAGO, EMPEROR'S PRESS
NEW-softcover ......$22.00

1-210991
Flaherty, C. NAPOLEONIC: Small Siege, River Ship, Gunboat & Pontooning
This book introduces supplementary wargaming rules for small scale Napoleonic-period sieges, riverboat, pontooning, and gunboat battles for variety of popular wargame systems. Makes use of mortar, howitzer, pontoons and boat models, these specific rules replicate more realistically how these weapons and technology were used and their role in Napoleonic era warfare. 1 vol, 56 pgs
2016 UK, PARTIZAN PRESS
NEW-pb ......$28.00rct

1-210992
Flaherty, C. NAPOLEONIC: Napoleonic Wars Foraging, Insurrection, Marauders, Bakeries, Convoy & Encampment Wargaming
This book introduces Volume Two of Supplementary Wargaming Rules, with 25-28mm scale miniature figures and models. This book follows from the 2016 Partizan Press' Universal Wargames Rules Supplement 1: Napoleonic Small Siege, River Ship, Gunboat & Pontooning. Written to fit within the historical rules systems currently popular in the wargaming community, this book covers scenarios such as peasant insurrection and soldier-marauders.

This book covers several additional aspects of Napoleonic period warfare including foraging, field bakeries; convoy supply trains; river convoys; magazines; and, encampments. This volume is about wargaming the rear-echelon areas of Napoleonic armies, which were ongoing battlegrounds outside the larger scale battles, which usually dominate conventional wargaming.

The supplementary rules have been written to develop a range of possible wargaming scenarios, with historical backgrounds as examples, and some rules based on these events. These are intended to include within larger games, or as small roll-plays.

The book includes a end-section for updated information on several topics originally covered in the 2016 UWRS1 including Turkish river gunboats; Napoleon's 1809 swinging pontoon bridge; Napoleon's pile-driving engines; Napoleonic era use of the 18-pounder field gun; and Napoleonic armored floating batteries, with new rules. 1 vol, 72 pgs
2016 UK, PARTIZAN PRESS
NEW-pb, available early December 2016 ......$28.00rct

1-83311
Fletcher, John LIBERATORS! Supplement 1: The War in the South
Liberators! Supplement 1 is an add-on to Liberators! Volume 1: The War in the South America. Building on the material presented in the first volume, this supplement provides six new scenarios, along with new uniform charts and the highly successful Quick Play Rules used by the author in convention games. A simple set of 'beer and pretzels' rules, they were designed to have players moving units and rolling dice 15 minutes after set up. 1 vol, 24 pgs
2012 US, ON MILITARY MATTERS
NEW-softcover ......$20.00

1-209920
Flint, Keith HONOURS OF WAR - Wargames Rules for the Seven Years War
The Seven Years' War was the pinnacle of 18th-century warfare, with dramatic campaigns and battles, famous leaders, and wide variety of colorful uniforms. Compared with the later Napoleonic Wars, tactics were simpler, armies more professional, and battles tended to be smaller. Using these rules, players can game encounters from a small skirmish to a major pitched battle. 1 vol, 64 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

1-210320
Foss, Thomas GALLEYS GUNS AND GLORY
Table top naval battles with fleets of cannon packing oared vessels covering roughly 1500-1650 for oared naval actions ranging in scale from small corsair raids of a few ships to epic grand battle re-fights such as Lepanto. The rules are designed to work at 'convention level', which means you can learn the rules in less than five minutes, get into action -- making a couple of novice moves or spectacular maneuvers and come away with a story or two to tell at the bar.

Management of each ship and its crew are visual and easy to account for as the crew and damage to the ship are represented on the models- leaving little to no paperwork!

Although trying to capture the essence of the period and referencing strongly the doctrines and tactics of the time, the rules claim no absolute historical accuracy, other than like the galleys of yore are made of wood and are adorned with such opulent awnings, lanterns, flags, and bulwark side trim that would make the Sultan's harem jealous.

1-67620
Four Horsemen WARRIOR:Rules for Ancient & Medieval Period
The many months in production REVISED EDITION with full color throughout, the most complete set of Rules for this period. 1 vol, 160 pgs
2006 US, FOUR HORSEMEN ENTERPR
NEW-softcover REVISED EDITION ......$30.00

1-200790
Gardner, Jayson VICTUS: Gladiator Rules
Victus is a complete stand alone game that puts you in control of one history's greatest fighting machines using Dynamic Movement, Abilities Pooling, and pure Cunning! Don't think you need to spend a fortune on miniatures or a lifetime building a Coliseum -- Victus comes with it's own map and paper models to get you to the sands fast!

Play one off games to settle old scores or immerse yourself in the Ancient world using the Victus Campaign system. Gladiators battle to win their freedom, gather glory, and advance in both wealth and skill. Think wielding the Gladius is just for on the sands? Think again as the Fortuna tables expand your fate beyond the arena. 1 vol, 52 pgs
2013 US, IRON IVAN GAMES
NEW-softcover ......$25.00
discount: :10%

1-208190
Garnett, Tom SUVOROV IN THE ALPS: Wargaming the Late French Revolutionary War
Six battle scenarios from Field Marshal Alexander Suvorov's campaign in the Swiss Alps, in September - October 1799. Each scenario comes with a detailed battlefield map, a complete order of battle with unit labels, and the special rules and content you need to set up and play each game.

Scenarios are: Storming the Saint Gotthart Pass, Containing the French at Altdorf, Rosenberg's Rout of the French at Muotatal, Battle for the Linth Valley - Netstal, Battle for the Linth Valley - Nafels and Mollis, and Rear Guard Action at Schwanden.

This book only provides scenario information and some additional rule modifications designed for a variant of the Regimental Fire and Fury rules system. The basic rulebook is needed to play these scenarios. 1 vol, 48 pgs
2015 US, OMM PUBLISHING
NEW-softcover, revised edition ......$20.00

1-57620
Getz, Jim CdePK:A Tactical Toolkit for Horse & Musket Period
A Piquet approach to Napoleonic minor tactics and 'Big Battalion' gaming, units are company size and each player commands a couple of batallions or squadrons of horse and a few guns. 1 vol, 110 pgs
1999 VESTAL, PIQUET PUBLISHING
NEW-pb ......$20.00

1-209040
Gill, K. L. and Baulch, M.R. GENERAL QUARTERS: Post Captain 1793-1815
There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned 'command of the sea' into the daily reality of using and controlling the sea lanes.

It is time for a game that focuses on the single ship duels and small squadron actions that were the main fare of sea officers - a game that provides you an opportunity to highlight seamanship and experience the differences in armament, crews and types of ships along with the details of sea tactics in this era. POST CAPTAIN has been developed to do just that.

It enables you to simulate convoy actions, commerce raiding, cutting out expeditions, gunboat clashes, and shore raids along with a variety of single ship duels and small squadron actions. Boat and cargo handling, challenge and deception, current and tide, floating batteries and shore defenses, kedging, mortar bombardments by bomb vessels, prize crews, stern way, blanketing and wind shadow and the less well known types of sailing rigs and vessels are all covered

Set during naval warfare in the period 1793 - 1815 ( the height of Age of Sail Era - the Napoleonic Wars and the War of 1812) and is designed for naval miniatures of all scales 1 vol, 84 pgs
2015 US, OLD DOMINION GAMEWORKS
NEW-looseleaf ......$32.00

1-195980
Gill, L.L. and Kuntz, Gregory SUDDEN STORM: What if Campaign of the 1937 'China Incident'
Sudden Storm is a fast-moving campaign of a hypothetical 1937 naval war between Japan and the US, recreating the full range of surface, air and submarine warfare in both operational and tactical operations. It enables you to explore the challenges admirals on both sides would have faced if the US and Japan had ended up at war in August 1937 during the 'China Incident,' rather than in December 1941.

A multitude of different potential strategies makes for maximum replay value with new challenges every time. Sudden Storm is the second offering the ODGW's 'GQ III Decisions at Sea' series of naval campaigns. It employs an innovative campaign decision tree system that enables players to quickly assign forces and determine contacts in contested areas without the drudgery of plotting movement. This system has been evolved from the earlier TSC to encompass multiple theaters, a broader range of missions, intelligence, repair, weather, and other aspects of the campaign. A new, fast-resolution ground combat system has been added for resolving combat on diverse land objectives at campaign level.

Resulting tactical naval engagements can be fought out with any naval rules, but the campaign seamlessly interfaces with GQ III (purchased separately). Includes background features describing the road to war, campaign level charts, OBs, campaign map, all new color GQ III 1930s combat charts, 240 Ship Logs, and 32 aircraft Formation Cards -- everything needed for tactical resolution. A sheet of full-color 1937 aircraft counters on card stock is also included for those who want to resolve tactical aircraft operations, but might lack the requisite miniatures.

Sudden Storm also includes download access to 150 pages of Bonus Files. These include eight options, additional forces, Ship Logs, Coastal Defense Cards, maps of the defenses of Manila and Truk, individual carrier and airfield Flight Logs, separate full-color aircraft counters for the flights of each carrier and land based squadrons (note the unique color schemes of the times), supplemental data on the forces, and other aspects of this forgotten era. The files also provide opportunities to explore forgotten technologies like dirigibles and the US flight deck cruiser. 1 vol, 120 pgs
2011 US, OLD DOMINIO GAMEWORKS
NEW-looseleaf ......$45.00

1-84143
Gill, L.L. and Norm Harms GENERAL QUARTERS: North Sea Campaign (Loose Leaf)
This campaign game, focusing on the early war, offers players a chance to fight out a series of actions that helped shape the campaign, and that offered the possibility of a major fleet action. Players will face both strategic and tactical decisions with the fog of war (sometimes literally on the North Sea) may confer advantages or devastating disadvantages.

The campaign is compatible with virtually any miniatures rule set. The strategic decision model provides replayabililty as no two campaigns will be the same, especially combined with a wide variation in possible tactical encounters. And there is always the possibility that control of the North Sea will come down to one afternoon. 1 vol, 30 pgs
2016 US, OLD DOMINION GAMEWORKS
NEW-pb, available late March ......$13.00rct

The Rise and Fall of Persia: Cyrus to the Death of Alexander, is the first source book for Clash of EmpiresT. This book provides gamers with all the information that they need to fight battles from Classical Antiquity, from the rise of the Persian Empire under Cyrus the Great, through the destructive Peloponnesian Wars where Greek fought Greeks and finally the demise of the Persians at the hands of Alexander the Great. The book is split into three parts each focussing on a specific time period and series of confl icts and combatants, covering 28 army lists plus variants.

The Rise of Persia

This details the fall of Babylon and the Lydians and the rise of the Persian Empire under Cyrus the Great and features a historical overview of the period and 10 army lists plus variants including: Lydian Empire, Neo-Babylonian Empire, Archaic Greek, Early Achaemenid Persia, Saitic Egyptian, Cyrenaian Greek, Libyan, Early Macedonian, Skythian and Thracian.

Clash of East and West

The second part charts the Greek and Persian Wars throughout the Mediterranean. Army lists featured in the section include: Achaemenid Persian Empire, Early Hoplite Greek, Early Spartan, Early Carthaginian, Later Hoplite Greek (including Athenian, Argive, Theban and Phokian), Later Spartan, Syracusan/Siciliot, Elymian/Sikel/Sicanian, Thessalian and Illyrian.

The Fall of Persia

The final part of the book charts the rise of Macedon and Alexander the Great and his destruction of the Persian Empire and expansion of the Macedonian Empire. It features the following army lists: Rise of Macedon, Later Achaemenid Persian, Alexandrian Macedonian and Ancient Indian.

1-195012
Gleeson, Warren and Evans, Mike CLASH OF EMPIRES: Age of Ravens
Age of Ravens is the second set of army lists for Clash of Empires, the rules for Ancient and Medieval warfare, and gives you army lists for the wars of the Viking Age, featuring forces across Europe from Scotland to Spain. 1 vol, 128 pgs
2012 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$36.00

1-71140
Godwin, Ian KING OF THE BATTLEFIELD:18th Century Wargame Rules
Lets you fight an 18th century battle in an 2-4 hours, quick play/simple, has the period feel, good review by SYW Association, all the important rules on 2 pages. 1 vol, 30 pgs
2002 UK, IAN GODWIN
NEW-spiral bound ......$24.00

Soldat is a set of rules for simulating squad level infantry combat during the early and mid Twentieth Century. The rules concentrate on the World Wars, but can also be used for Korea, Indochina and the early Arab-Israeli wars. Unlike the great majority of wargame rules for this period, Soldat concentrates on the role of the infantryman. Combat in both World Wars rapidly became a series of vicious, small unit actions, a classic confrontation at close quarters with no holds barred. As in most wars, the dirty business of winning battles fell to the infantryman. Despite the vast array of sophisticated and deadly weapons available to all sides, success or failure ultimately depended upon the ability of the foot soldier to take or hold ground 1 vol, 140 pgs
2009 US, SMPRESS
NEW-softcover ......$20.00

Opfor integrates modern battlefield components with the Panzer Korps Divisional System. It covers most combat organizational configurations, weapons systems, and theaters of operation.

Covers Airborne, Artillery, Armored formations, and more! Breaks down the command structures into their respective parts. Aids in understanding the rapidly changing organizations and strategies. Includes comprehensive vehicle, weapon system and aircraft lists, plus strategic assets such as SAT, Drones, TAC Nukes, and more! Simulates the command paradigm at the Divisional Level Air support and Special Ops. Offers two complete scenarios. 1 vol, 124 pgs
2016 US, HOPLITE RESEARCH
NEW-softcover, available early February 2016 ......$30.00
discount: :10%rct

1-882801
Granillo, Manny RED DISCIPLES: Soviet General's Handbook 1938-45 2nd edition
Featuring all of the materials found in the first edition of RED DISCIPLES, the 2nd edition includes any updates, as well as an several new appendices:

Soviet Military Aide to China 1937-1939The Pocket of Klin-Breakout of a Panzer DivisionEncirclement at Velikiye LukiCherkassy PocketEncirclement of a Panzer Army near Kamenets-PodolskiyAir Support for Encircled ForcesVehicles & Guns Lend Lease Equipment

Extensive breakout of the Soviet Military machine for Panzer Korps divided into three primary periods and condensed for quick analysis. Full ratings list of vehicles, large caliber guns, and aircraft. 1 vol, 164 pgs
2012 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

1-882813
Granillo, Manny UDARNA LEGIJA: Croatian & Slovakian General's Handbook
From brigades to legion contingents, Udarna Legija covers most of the vehicles, weapons and organizations you will need to represent the Croatian and Slovakian forces using Panzer Korps.

Includes* Most major vehicles and organizations * Brigades, divisions and special formations * Covers the various specialized battalion formations * Details organization at the divisional level * Includes Air Force, Navy, Army, and specialist contingents * Covers Ustache and Police organizations

Campaigns long ignored will be brought to light in this handbook. The incessant engagements involving Chetnicks, Tito's partisans, Soviets, and other forces for the conquest and maintaining the Balkans under German influence and control. The Croatian forces, one of the largest contributors of troops to the German war effort, are discussed and organized for use with Panzer Korps. Although small in size, Slovakia and Croatia provided a strong cadre of forces for the German High Command in the war in the east and in the Balkans. Slovakia was the only minor ally to invade Poland in 1939 along with the Germans and Soviets. 1 vol, 88 pgs
2011 US, HOPLITE RESEARCH
NEW-softcover, Inventory Reduction Sale ......$30.00
discount: :30%old

1-882814
Granillo, Manny FORCE FLEET COMMAND: Naval for Panzer Korps
Force Fleet Command is the Admiral's Handbook for Panzer Korps. As a part of the growing Panzer Korps system, it allows players to incorporate Naval assets and strategy into their Land Panzer Korps games or when used separately, players can recreate large scale WWII fleet actions all over the world. Covering all the aspects of Naval Warfare including Torpedoes, Aircraft, Submarines, and Battleships and more.

Force Fleet Command will let you get into the action and get a resolution quickly. Includes most major aircraft and ships from around the world Navies featured are Germany, United Kingdom, USA, Soviet Union, Australia, France, Spain and many others. Features the popular Panzer Korps system for ease of play. Allows for Damage control parties, Decorated Captains, and much much more! Fast Play rules system for resolving Naval Battles using any scale from 1/72 to 1/6000. 1 vol, 212 pgs
2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00
discount: :10%

Each scenario contains the necessary TO&E as well as scenario specifics. G.I. BLOOD 'N GUTS joins the other books in the series to aid gamers in their playing of Panzer Korps or any other rules that it can be used for. 1 vol, 114 pgs
2014 US, HOPLITE RESEARCH
NEW-softcover, available early July 2014 ......$30.00
discount: :10%

1-88297
Granillo, Manny THE EMPEROR'S FINEST: Scenario Book -- Battle Scenarios Volume 7 for Panzer Korps
This is the seventh one in our popular line of scenario books designed for gamers. Although created for Panzer Korps, these scenarios can be used with most scales and rules systems. Includes 17 complete scenarios (1939-1945) with OBs and supporting maps.

1-888411
Granillo. Manny WINDS OF EMPIRE: Corps Command Scenario Book I
Complete Scenarios for use with Corps Command or any other divisional/brigade-level Napoleonic rules. Can be used with any scale, and no rebasing needed. Command at the divisional level, with smallest unit a battalion.

1-197910
Grant, Charles THE WAR GAME RULES
Following on from his father's great wargaming classic THE WAR GAME (available in reprint from ourselves), Charles Grant Jr. has collated years of rule development, alteration, and additions to make this the updated and complete set of rules. We are proud to have been chosen as the publisher and the rules will be available late April. 56 pages, A4 size, color photographs throughout, card covers, including a separate laminated set of play sheets. 1 vol, 56 pgs
2012 CAMBRIDGE, KEN TROTMAN
NEW-softcover ......$25.00

1-199460
Grant, Charles and Grant Charlie M BATTLE! - Practical Wargaming (Expanded Edition)
Charlie Murray Grant inherited a passion for the wargame hobby. He developed his late grandfather's rules, added to them, and provided a play sheet and instructions for refighting one of the original scenarios. In addition, Charlie has added six chapters which were not in the original publication but which appeared in the Mecanno Magazine. In his own words 'Battle has stood the test of time and with new content and play sheets it provides an excellent set of rules for up to company level actions.' 1 vol, 220 pgs
2012 UK, PARTIZAN PRESS
NEW-hardback ......$50.00

1-212741
Gray, Bill AGE OF VALOR: Franco-Prussian War Imperial Period: Age of Eagles II Expansion Module for Conflict by Blood & Iron
This is an independent Age of Valor (AOV) expansion chapter or mini-module for Age of Eagles II, also known as Napoleonic Fire & Fury. AOE II is needed to properly play this game.

In most cases all rules changes have been imbedded in the Data Charts as well as the charts and tables on the Quick Reference Sheet. All players need to do is use these new specifications or DRMs with the original rules then play as normal. Changes unique to the Franco-Prussian War, Imperial Campaign, the subject of this expansion set, are found in the following in the module. 1 vol, 24 pgs
2016 US, ON MILITARY MATTERS
NEW-pb, available late November 2016 ......$12.00rct

1-212742
Gray, Bill AGE OF VALOR: Franco-Prussian War Republican Period: Age of Eagles II Expansion Module for Conflict by Blood & Iron
This is an independent Age of Valor (AOV) expansion chapter or mini-module for Age of Eagles II, also known as Napoleonic Fire & Fury. As such AOE II is needed to properly play this game.

In most cases all rules changes have been imbedded in the Data Charts as well as the charts and tables on the Quick Reference Sheet. All players need to do is use these new specifications or DRMs with the original rules then play as normal. Changes unique to the Franco-Prussian War, Imperial Campaign, the subject of this expansion set, are found in the following in the module. 1 vol, 24 pgs
2016 US, ON MILITARY MATTERS
NEW-pb, available late November 2016 ......$12.00rct

1-79453
Grice, Chris and Gibson, Stu POLEMOS WAR OF SPANISH SUCCESSION:Grand Battle
Designed for LARGE BATTLES in either 6mm, 10mm or 15mm scale; you can play the large battles that you can play in an evening, Brigade level, army lists, scenarios 1 vol, 80 pgs
2012 UK, BACCUS 6MM LTD
NEW-softcover O/P ......$29.00

1-212160
Hale, Chris KONFLIKT '47: Rules
Konflikt '47 is set in a world very much like ours. In fact, its history is indistinguishable from our own until 1943 when the Manhattan Project's test of a prototype nuclear device opened a rift in the fabric of space. When the Fat Boy atomic bomb was dropped on Dresden on 12 March 1944, it created a second rift, and German scientists quickly set to work studying it.

Both rifts began to relay signals from unknown sources. These signals were largely indecipherable, but occasionally one would convey a formula or scientific theory that permitted huge technological advances. Both the US and Germany were reluctant to share these advances with their allies, and in May 1944, Stalin declared the US to be an enemy of the Motherland.

Fully compatible with the incredibly popular Bolt Action rules, this standalone rulebook takes the war to a completely new level. Players are given everything they need to field forces incorporating the incredible weapons and technologies made possible by the rift signals, and to engage in tabletop battles for supremacy and survival. 1 vol, 208 pgs
2016 UK, WARLORD GAMES
NEW-hardcover ......$40.00
discount: :20%rct

1-86690
Halsall, Trevor & Smith, Chris A HOUSE DIVIDED:Fast Action Rules
8.5x11.5, while designed for 15mm any scale can be used since basing is by element. Covers every aspect of ACW gaming, but easy to understand and includes play aids and an index. 1 vol, 120 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover ......$40.00

1-85651
Halsall, Trevor and Harper, Richard and Seller, Ralph WARLORD - Armies of the Ancient World Volume 1: The Dawn of War 3500 to 1500 BC
An expanding series of Army List Books designed to accompany Warlord I (Rules for 'Ancients & Dark Ages Warfare') and Warlord II ('Fast Action Wargames Rules For Medieval, Renaissance, Pike & Shot And 18th Century Warfare'), but suitable for use with other wargames rule systems.

The army lists have been compiled to produce balanced and representative miniature armies, covering the period from the earliest days of organized warfare to 1500 BC, when the chariot was beginning to come into its own; fascinating times in the development of armed conflict. 1 vol, 108 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover, available late March 2012 ......$30.00

1-210670
Hannam, Mark , Sparkes Matthew and Bradford, Mike WINTER OF '79 - LIVING ON THE FRONT LINE: Civil War in the Disunited Kingdom
Rules represent an alternative history of the late 1970s and early 1980s. In this vision, the 'Establishment' takes control of the legitimate government and the subsequent 'crackdown' is faced with spontaneous popular resistance led by trade union, liberal and left-wing elements, which boils over into civil war. Provides you with the context and motivation for fighting games based upon a premise of DPM vs Donkey Jacket, SLR vs Armalite, Brit against Brit, in the late seventies and early eighties.

VBCW this is not! No tea and hand grenades Vicar. But there is no reason you can't have colorful private armies, trade union and left-wing militias, local defense leagues, new military and paramilitary formations, each with their own identity defined by your choice of uniforms, camo, weapons, badges and personalities. Equally the forces on your tabletop can simply be armed civilians vs military, helmets vs berets, or maroon vs green. International volunteers? Foreign assistance? Your call.

These rules are just the core set for a series of 'What-if' supplements of military combat in various theaters. 1 vol, 56 pgs
2016 UK, PARTIZAN PRESS
NEW-softcover, available mid February 2016 ......$28.00rct

1-204420
Hannam, Mark A. ROMPAN EL FUEGO! An Accessory of Gaming the Spanish Civil War
Gives you all the Troop, AFV, and Gun Classifications you need to wargame the Spanish Civil War in conjunction with 1 man / vehicle = 1 platoon WW2 rules such as the popular Rapid Fire Fast Play Rules For WWII.

Also included are supplementary rules together with a handful of amendments which will bring some of the unique character of this conflict onto your tabletop. There are also notes on weapons and tactics to be found within the main body of the text. 1 vol, 40 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00ommpu

1-208970
Hardy, Stephen WARBAND: Fantasy Tabletop Wargame Rules
Warband provides all the rules you need to bring great battles between fantasy armies to your tabletop. Using miniature figures and terrain, you can fight battles from the glorious sword and sorcery epics you've read about. Whilst the rules have been written with the 10mm Pendraken Miniatures ranges in mind, there's no reason why you can't use other scales as well!

Warband is designed to be simple to learn and difficult to master, and so it uses a single consistent task resolution method throughout the rules. Whether you're trying to get a unit of warriors to move, seeing how effective it's shooting or fighting is, or how well it has defended itself, you'll be using the same dice pool mechanism. You determine the number of dice to roll and each result of 4+ is a success. The more successes you roll, the better your units will do, and the more likely you are to win. Simple!

Of course fighting a good tactical battle, getting your units into advantageous situations, and making effective command decisions will mean you'll be far more likely to win. Coming up with effective tactics for your chosen army to defeat your opponents is what will take you time to master. See review in Miniature Wargames Issue 387. 1 vol, 66 pgs
2015 UK, PENDRAKEN MINIATURES
NEW-softcover ......$30.00

1-209889
Harris, Forrest DESPERADO: Deluxe Starter Set
This boxed starter set has everything you need to get started running Wild West skirmish games. The deluxe version includes the Desperado rule book, twelve 32mm slotta-base figures (California Kate, Mysterious Dave Mather, Pinkerton Agent, The Dame With No Name, Rowdy Jack, Bob the Bartender, Honest John the Sheriff, Johnny Ringo, Groinshot Mcghee, Bucktooth Billy, plus two bystanders), character cards, dice, and a laser-cut saloon (with bar and tables), general store, ranch house, outhouse, corral, coffins, and tombstones. The buildings are high-quality birch rather than MDF and the figures are digitally-designed and rendered in rendered in crisp, high-detail tin pewter.

A great way to get started in the Old West genre with a classic set of rules, miniatures, and buildings.

1-192210
Hasenauer, Richard REGIMENTAL FIRE AND FURY
Regimental Fire and Fury extends one of the most popular historical militaryminiatures wargames in the hobby down to the regimental level.

This new regimental edition provides players a more in-depth look at American Civil Warcombat. The smaller scale allows you to take command of individual regiments and batteries and re-fight in greater detail many of the war's smaller engagements, as well as criticalactions of the conflict's famous battles.

For the new player it is an easy game to learn and enjoy. The veteran Fire and Furygamer will find much that is familiar, like the play sequence, maneuver table, and combat system, while discovering a game taken to a new level of sophistication. Refined game mechanicsstrike a balance between playability and historical accuracy that draw upon twenty years of the Fire and Fury gaming experience.

1-205851
Hill, John ACROSS A DEADLY FIELD: The War in the East
The War in the East, a supplement for John Hill's Across a Deadly Field, gives players the resources to recreate the battles, great and small, of the Eastern Theater of the Civil War. Step into the shoes of Robert E. Lee and drive towards Washington with the Army of Northern Virginia, or take command of the Army of the Potomac, and attempt to capture Richmond.

With scenarios, including an optional mini-campaign for the first day of Gettysburg, and special rules that enhance gameplay, this volume offers players, whether Union or Confederate, a versatility that can accommodate their preferences and miniatures collections without sacrificing either playability or historical accuracy.

1-205852
Hill, John ACROSS A DEADLY FIELD: The War in the West
The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theater of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theater of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga, and Atlanta are presented in great detail as well as the ability to play through a full campaign. 1 vol, 112 pgs
2014 UK, OSPREY PUBLISHING
NEW-hardback ......$35.00
discount: :15%

1-192280
Hilton, Barry REPUBLIC TO EMPIRE - Wargaming the Wars of Napoleon Bonaparte
Aimed particularly at gamers with collections of the larger scale figures (28mm and 15mm -but adaptable to smaller figures and most basing systems), these rules are designed to play wargames primarily at a brigade/divisional level. However the straight forward, but subtle rule mechanisms produce a free flowing game that makes corps and even army sized battles with multiple players feasible. Even large battles can be fought to a satisfying conclusion in a reasonable time span. 1 vol, 144 pgs
2011 UK, LEAGUE OF AUGSBERG
NEW-softcover ......$50.00

1-212280
Hofrichter, Rudiger and Klaus TIN SOLDIERS IN ACTION: Fair and Square Rules
Old school, fast play rules covering a variety of eras that are played on squares -- hence all scales of troops can be used for skirmishes through army actions. Includes army lists from 1680 up to 1900 and point systems and modular systems for army constructions. Also: a tutorial on the American Civil War in a military academy setting; a detailed scenario of the Battle of Bergen in the Seven Years War; and a scenario Back Cup in the Victorian era in a Jules Verne setting. Solo rules included. 1 vol, 272 pgs
2016 UK, PARTIZAN PRESS
NEW-hardcover, available early September 2016 ......$40.00rct

1-47041
Hutchby, D and Clark, S. Army Lists Volume 3 for 7th Ed Ancient Rules: 3000 BC TO 300 AD
Army Lists Volume 3 for use with WRG Ancient Rules 3000BC -1485AD 6th and 7th Editions. Also includes a DBA list for each army. Compiled by Dave Hutchby and Steve Clark. Published by Wargames Research Group 1996.

61 page book containing approximately 60 army lists covering the Mediterranean Basin and India. Covering the approximate period 400BC - 40BC and including Alexander and his Successors, the Punic Wars, the Western Nomads together with the Great Roman Wars of the 2nd Century BC and the Roman Civil Wars of the First and Second Triumvirate.

The lists were written primarily for 7th Edition but include a conversion chart to modify the lists for 6th edition. 1 vol, 72 pgs
1992 UK, WARGAMES RESEARCH GRP
NEW-softcover, o/p ......$15.00

1-47042
Hutchby, D and Clark, S. ARMY LISTS VOLUME 2:Far East, Asia & America
Army Lists Volume 2 Armies of the Far East, Asia and America for use with WRG Ancient Rules 3000BC -1485AD 6th and 7th Editions. Also includes a DBA list for each army. Compiled by Dave Hutchby and Steve Clark. Published by Wargames Research Group 1993.

89 page book containing 68 army lists including: Armies and Enemies of China and the Mongols from 2000BC to 1500AD. India Pre Conquest Meso-America

The book also includes several maps detailing the geographical origins of the armies listed and an A5 errata sheet.

The lists were written primarily for 7th Edition but include a conversion chart to modify the lists for 6th edition 1 vol, 89 pgs
1992 UK, WARGAMES RESEARCH GRP
NEW-softcover ......$15.00

1-207580
Jane, Fred OVER OPEN SIGHTS: Early Naval Wargaming Rules 1873-1904 Early Wargames Volume 6
Over Open Sights traces the early development of naval wargaming in the Royal Navy between 1873 and 1904. It is part of a series by the History of Wargaming Project documenting early wargaming. The book opens with a foreword by the well-known author and game designer, Larry Bond. Next is a reflective essay about the position of naval wargaming within the hobby.

The heart of the book is the reproduction of the early wargames, with period commentary from various RUSI sessions. The naval wargames included are: Lieutenant Castle R.N.: The Game of Naval Tactics (1873) Captain Colomb R.N.: The Duel: A Naval Wargame (1879) Lieutenant H. Chamberlain R.N.: Game of Naval Blockade (1888) The Launch of the Fred Jane Naval Wargame at RUSI (1898) The First Edition of The Fred Jane Naval Wargame (1898). The book also includes further material on the Fred Jane Wargame. 1 vol, 162 pgs
2014 UK, JOHN CURRY EVENTS
NEW-softcover, available mid February 2015 ......$24.00

1-211070
Jenkins, Robey HORIZON WARS: Science-Fiction Combined-Arms Wargaming
Horizon Wars is a 6mm science fiction miniature rules set that incorporates ground forces, aircraft, and the titans of the battlefield (mechs) into a company-level game. Whether you want to pit a handful of mechs against each other in quick clash of patrols, or line up combined-arms forces for a huge battle, the game remains fast-moving and enjoyable. Also included are full rules for building units from the ground up, allowing players to tailor their forces to suit the mission objectives or their figure collections. 1 vol, 96 pgs
2016 UK, OSPREY PUBLISHING
NEW-hardback ......$30.00
discount: :15%rct

1-191890
Jones, Bob Zouave II: Now Including 1866
Zouave II is a corp-level miniatures wargame covering the American Civil War 1861-1865, the Maximilian Adventure in Mexico 1862-1867, the Franco-Prussian War 1870-1871, and the Austro-Prussian War of 1866. Zouave II requires only commonly available gaming tools: a deck of cards and multi-sided dice, and plays quickly enough that a 2-3 corps game of 6-8 divisions (over a score of regiments or 70 battalions) per side may be played in less than 4 hours. A typical 8x4 foot table will serve as a miniatures battlefield for 1500 figures or more. 1 vol, 84 pgs
2011 US, REPIQUE RULES
NEW-softcover ......$30.00
discount: :20%

1-194780
Jones, Bob DIE FIGHTING: Horse and Musket Period 1700-1900
Die Fighting is a tactical wargame rule set for the period 1700-1900 published in a 54-page staple bound booklet with a gloss color cover and B&W interior pages. The rules contain many photos and examples of play, as well as suggested adjustments for the major periods covered, which include:

* Marlborough* Seven Years War* American War of Independence* French Revolution* Early Napoleonic (1801-1807)* Late Napoleonic (1808-1815)* American Civil War* Austro-Prussian War* Franco-Prussian War

The rules also include three card inserts which provide a rule summary, blank OOB (roster) sheet, and two sheets of phase cards.

The mechanisms in Die Fighting will be adapted for use in the upcoming campaign rules from Repique, Die Marching. 1 vol, 54 pgs
2011 US, REPIQUE RULES
NEW-softcover ......$30.00

1-190764
Jones, Dr Rob, Mortimore, Steven & Douglas, Simon 1938 A VERY BRITISH CIVIL WAR: Brigadier 38 Miniature Rules
1938 A Very British Civil War has built a considerable fan base dedicated to researching and gaming this world of an alternative 1930's. For the first time we have produced a specific set of rules for the period. These are aimed at creating large multi-player battles while retaining the charm and character that has made this project endearing to many wargamers Now with a group of friends, a good curry and a few pints, you have a fast play set of rules that will allow you to storm the defenses of Liverpool, raid over the border or lead gallant cavalry charges in the Severn valley.

Brigadier 38 gives each commander a brigade, where a company is 10 figures, and a battalion of 30-60. The rules cover orders, movement, firing, morale, and melee, along with a points guide to provide suitable forces for battles and scenarios. 1 vol, 36 pgs
2011 UK, SOLWAY CRAFTS
NEW-softcover ......$16.00

Future War Commander is an exciting wargame that allows you to re-create battles of the future using miniatures on a tabletop. Command anything from a company right up to a division and get a result in 2-3 hours without becoming bogged-down in detail. Suitable for any scale miniatures from 2mm right up to 28mm (including 6mm, 10mm, 15mm and 20mm) and no re-basing is required.

The game can be played at one of three levels: 1 base = 1 Platoon (the scale the game was designed for), 1 base = 1 Squad or Individual Vehicle, or 1 miniature = 1 Soldier or Vehicle. The ground scale is 1cm = 20m or 1cm = 10m respectively. One turn represents up to 30 minutes of real-life action.

Main Features

The main features of the game include:* Command system that emphasizes the fog of war in a simple but effective manner* Same mechanism for casualty resolution throughout* Rules for infantry, armor, reconnaissance, artillery, aircraft, and future technology* Examples of play using color pictures of miniatures* Minimal set-up time - simply assemble your forces and play* Unique points system that allows for unequal forces but an equal chance of victory* 41 well presented army lists covering the miniatures of 15 different manufacturers* 11 scenarios for simulating combined-arms warfare of the future* Suitable for solo, two-player & multi-player games at home, at the club, or in the garden!* One double-sided quick reference sheet included* No supplements - all you need to play in one book 1 vol, 140 pgs
2008 UK, SPECIALIST MILITARY PUBLISHING
NEW-softcover, the original 1st edition color and b/w edition ......$55.00

1-205370
Jones, Roy THE HERERO WAR: Rules & Scenarios
The book covers the Herero War of 1904, which took place in what is now Namibia but at the time was the colony of German South-West Africa. The Hereros were a group of sophisticated native fighters who fought as riflemen in open order and were masters of ambush tactics and concealment - using smokeless powder to remain unseen. They would fight from the bush, trench fortifications, or hillside boulder fighting-positions. They were also ferocious in hand-to-hand combat.

The book is 184 pages long, full color, with eight chapters of historically derived rules and 13 historical scenarios. The rules and scenarios are derived from the original German sources: official histories, first-person accounts, and original maps. The rules and scenarios were playtested over several years to ensure play balance.

In addition to the rules and scenarios, the book has historical background information. A historical overview section gives a 'big picture' view of the Herero War - describing its origins and the main strategic and political events. Includes chapter on armies and uniforms, a painting guide, a detailed description of unique forces fighting in the war (e.g., Germany's African allies and German artillery of the era), and an annotated bibliography.

There are three regional maps (a map of German South-West Africa, and maps of the two theaters of war within the colony) and 23 photos, ranging from contemporary photos taken during the actual battles in 1904, to modern color photos of surviving weapons and of the terrain. 1 vol, 184 pgs
2014 US, ROY JONES
NEW-softcover ......$39.00

1-190686
Jones, Steven BLACK POWDER: Blood on the Nile
They charged out of the shimmering desert, thousands of fanatical warriors dressed in white, brandishing fearsome weapons. These were the Mahdi's men and a British soldier's worst nightmare. The Mahdi had emerged from the wilderness to lead a rebellion against the Egyptian government in Sudan. His armies overwhelmed the Egyptians and trapped Governor Gordon in Khartoum. The British launched a relief expedition, but it arrived too late. Such an insult to the Empire could not go unpunished, and the British returned to crush the Mahdists. Sudan then came under British Imperial control, but, like shifting sands, history could have turned out very differently.

Using this Black Powder supplement, you can take charge of the British army fighting in the desert, or assume command of the Mahdi's forces in their struggle against the world's greatest military power. Along the way, learn about the battles and campaigns of the Mahdist Wars, and the soldiers who served in them. 1 vol, 144 pgs
2014 UK, WARLORD GAMES
NEW-softcover ......$32.00
discount: :10%

1-190687
Jones, Steven BLACK POWDER: Glory Hallelujah
American Civil War supplement for Black Powder describes the history, armies, key leaders, doctrine, and tactics. Includes a comprehensive set of army lists and optional rules for recreating the battles of that war in miniature. 1 vol, 180 pgs
2016 UK, WARLORD GAMES
NEW-pb, available early April 2016 ......$32.00
discount: :10%rct

1-206560
Kane. John LEGION OF HONOR Napoleonic Card Game
A card game that recreates the personal drama of the Napoleonic Wars. Each player assumes the role of a young sergeant or sous-lieutenant trying to make it in life starting in 1792. Fortunately for the enterprising grognard, he can look forward to over twenty years of continuous war provided courtesy of the Directory and Napoleon!

Against the historical backdrop of major historical events that span the period from the Brunswick Manifesto to The Hundred Days, grognards take advantage of the opportunities that Fate provides to advance their station in life. Or not!

Winning the game is achieved in a number of ways: having the highest award in the Legion of Honor, having the highest military rank, or having the most glory or wealth.

1-212500
Kelly, John BEFORE NAPOLEON: Rules for the 18th Century
Covers the Seven Years War, the French & Indian War, American Revolutionary War, and the Jacobite Rebellion. Infantry will operate as battalions. Cavalry will normally operate as squadrons. Command is represented by cavalry regimental, brigade, & army commanders.

At the standard scale, a 8 x 5 foot table will make a battlefield that is 1.8 x 1.1 miles. In the Big Battle scale, it will cover 3.6 x 2.2 miles. Players may measure distance before firing and charging. The rules are detailed guidelines, but it impossible to anticipate every situation on the gaming table. 1 vol, 68 pgs
2016 US, OMM PUBLISHING
NEW-softcover, available late October 2016 ......$20.00rct

1-100020
Kershner, Tod WARFARE IN THE AGE OF NAPOLEON
8.5x11, an intermediate complexity and tactical simulation of Napoleonic Warfare by the same team that brought you Warfare in the Age of Reason. No need to rebase. Tactical level game, play aids. 1 vol, 36 pgs
2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$22.00ommpu

1-209590
Kershner, Tod BY THE SWORD DECIDED: From Hastings to Bosworth -- Playable Miniature Rules for the Medieval Era 1000 AD to 1500 AD
Medieval warfare miniature rules cover from 1000 CE to 1500 CE. Features interactive sequence of play allowing both sides to shoot during movement. Any common basing system can be used, so no rebasing necessary. Army organization guidelines included for Western European and Saracen armies, with online support at Tod Kershner Games' Facebook page.

Includes scenarios for Battle of Hastings (1066), Battle of Formigny 1450, and Battle of Morat 1476. Wirebound so rules lay flat on the table. Two quick reference charts.

From the team that brought you Warfare in the Age of Reason, Warfare in the Age of Discovery, Warfare in the Age of Napoleon, Warfare at Sea in the Age of Reason, Firebell in the Night, Iriquois Terror, and Samurai Knight Fever. 1 vol, 50 pgs
2015 HOPEWELL, OMM PUBLISHING
NEW-wire bound softcover ......$24.00

1-20280
Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF REASON - 3rd Edition: Miniature Rules for the 18th Century from Marlborough to Washington
The classic 18th Century rule set is now out with a new, full-color 3rd Edition that keeps the same clever mechanics as the 2nd edition, but features improved, streamlined, and clarified rules (regular and optional); expanded and completely revised army lists; expansion of the multi-player Sport of Kings strategic-level campaign system (complete eight-player system included, plus strategic and battle maps); revised Siege rules; and a brand-new two-player campaign system called Enlightened Slaughter with the first module: The Habsburg Empire Strikes Back (Silesia 1758).

Scenarios included: Lobositz 1756, Eutaw Springs 1781, and Spreyerbach 1703. Note that the previously-published scenario books will work with the new 3rd Edition.

1-208200
Kershner, Tod and Wood, Dale WARFARE AT SEA IN THE AGE OF REASON
Miniature rules for the Age of Sail for stand alone scenarios or in a campaign context. The intent of this game is to provide rules for the quick resolution of naval battles in the age of fighting sail while eliminating the need for turn plotting. Items needed for play include model ships mounted on rectangular bases, a good supply of six sided dice (d6), a ruler in inches, a protractor, blue wake markers (felt or pipe cleaner pieces etc.), and a bag of cotton puffs with a few sprayed red for fires. 1 vol, 36 pgs
2015 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

1-55420
Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF DISCOVERY:1470-1680
8.5x11, brought to you by the authors of Warfare in the Age of Reason, army lists, campaign system. 1 vol, 60 pgs
1998 CHICAGO, EMPEROR'S PRESS
NEW-softcover ......$22.00

1-200340
Kershner, Tod and Wood, Dale and Simmons, John A FIREBELL IN THE NIGHT - Brigade Level Miniature Rules for the American Civil War
Brigade Level Miniature Rules for ACW developed over several years in conjunction with wargamers, re-enactors, and ACW historians. Practically any basing system can be used. Distances listed on the charts for both 15mm and smaller figures and for 25-28mm figures.

Innovative movement and redeployment system confronts the commander with the challenge of using European-style formations in the difficult North American terrain. Realistic casualty tracking system creates fog of war and a clean tabletop free of visually intrusive game markers that detract from the dioramic effect. Realistic fatigue tracking system monitors fighting strengths, putting premium on fresh units from reserves or by resting and reforming front-line units.

Easily implemented command system emphasizes the relationship between divisionalcommanders and their brigadiers. Includes ratings for every general that fought in the ACW -- over 1,000 entries!

Special deck of 50 'crisis cards' interjects drama and uncertainty to the battlefield. The critical effect of supply issues on the battlefield is dealt with cleanly and effectively.

1-198050
Kinrade, Warwick A NORMANDY FIREFIGHT: 1 to 1 WWII Skirmish Game
Normandy Firefight is a fast-play set of skirmish rules for WW2 infantry combat. It pits just 4 or 5 characters per side in a close range firefight with rifles, sub-machine guns, pistols and grenades.

Designed for multi-player games, to last between one and two hours, it also includes rules for other periods and theaters of the war beyond Normandy, and simple conversion rules for playing with 25/28mm and 20mm miniatures. 1 vol, 0 pgs
2012 UK, NORTH STAR
NEW-softcover ......$24.00

1-199292
Kinrade, Warwick BATTLEGROUP: Fall Of The Reich Supplement
Supplement to the Battlegroup gaming system covering the invasion of Germany 1945 - primarily but not exclusively designed for 20mm and 15mm scales.

Four new army lists (Russian, British, and American armored spearheads plus 'Defenders of the Reich' ad hoc battlegroups from Germany's last desperate levy), modeling guide, and a mini campaign for the breakthrough to Berlin.

1-199293
Kinrade, Warwick BATTLEGROUP: Barbarossa Supplement
Supplement to the Battlegroup gaming system covering the invasion of Russia in 1941 - primarily but not exclusively designed for 20mm and 15mm scales. You will need either of the original rules (OMM item 199290 or item 199299).

Army lists, vehicle data and special rules for the beginning of the war on the Eastern Front, including the frozen winter battles, Russian command chaos, and the swift Panzermarsch!

Seven new army lists (German panzer and infantry divisions, Russian mechanized corps and rifle divisions, Hungarian rapd corps, Finnish and Rumanian infantry divisions), modeling guides and a mini campaign for the Russian defense of Ostrog in late June 1941.

1-199294
Kinrade, Warwick BATTLEGROUP: Blitzkrieg Supplement
The next supplement for the 'Battlegroup' World War II gaming rules covering the invasion of Poland in 1939 and France in 1940.

Designed to be played in 20mm and 15mm, this latest book contains army lists, vehicle data and special rules for the first two years of the war, including France's command chaos, the Luftwaffe's aerial superiority and the swift German Panzermarsch!

Nine new army lists for the early war fighting. The Polish and German armies for 1939 and German Panzer and Infantry Divisions to fight French Light Mechanized Divisions, Armored Divisions and Infantry Divisions, the British Expeditionary Force, and Belgian army in 1940.

1-199299
Kinrade, Warwick BATTLEGROUP OVERLORD: Quick-Reference Softback Version of the Rules
The hardback version of Battlegroup Kursk (the main rules) are $50, but this much-abridged softcover version is only $18. Skirmish level where one figure equals one man and one model equals one vehicle. 1 vol, 40 pgs
2015 UK, THE PLASTIC SOLDIER COMPANY
NEW-softcover, back in print ......$18.00

1-209060
Kinrade, Warwick SOLDIERS OF GOD
Card-driven medieval miniatures rules using 8-16 models (cavalry is 4-8 models), in either small fast moving Raids, Field Battles (the standard line-up and fight), or Siege Assaults (one sides gets the castle walls to defend, the other attacks it). Two army lists: Crusaders and Saracens.

Create a Battle Plan, which is a pre-chosen plan of attack (or sometimes defense), which dictates which cards your Battles get for this engagement. These set cards are then added to with random drawn ones, so each game gets an entertaining level of unpredictability, and the cards will never allow a game to be played the same way twice. Even if you you used the same forces, over the same terrain, and with the same battle plans, the game would still play-out differently.

Picking a force is from one of the two army lists in the game, Crusaders and Saracens, in a familiar way, except the scenario being played adds restrictions to this. So, Raiding forces look very different to castle garrison forces or those deployed for a field battle. Siege Train equipment, ruses, and tactics are also available, but only in Siege Assault games.

The rules are playable at all scales, because the players pick the ground scale and measurements based on their collection and table-size. 1 vol, 92 pgs
2015 UK, PSC
NEW-softcover with card deck ......$45.00

1-207860
Knight, Martin and Bradford, Peter CROSSED LANCES: Jousting Rules
There is more to the fine art of jousting as a game than simply going up and down the tilts. These rules use a single die role system paired with Lord cards and Skill cards to resolve jousts that use a hex-based movement system. The game can be played solo, as a two player game, or as a multi-player game. 1 vol, 48 pgs
2014 UK, CROSSED LANCES
NEW-softcover, available late March 2015 ......$20.00

1-207861
Knight, Martin and Bradford, Peter CROSSED LANCES: Foot Melee and Archery Rules
Book 2 contains rules for the Foot Melee, Archery Competition, and the Grand Tourney. A great little game allows you to match wits and weapons in medieval competitions other than a joust (covered in Book 1). 1 vol, 48 pgs
2014 UK, CROSSED LANCES
NEW-softcover, available late March 2015 ......$20.00

1-205150
Kolhbacher, Richard EAGLES, SWORDS & BAYONETS
Get set for yet another whole different way to game with Napoleonic historical miniatures! There is always room for one more set of Napoleonic rules and this is it.

Requires D-10 and D-6 dice. Suited for either tactical regimental or grand tactical play. Typical unit size is 16 figures for regiments and 6 figures for cavalry. Rebasing is not necessary. A little old school in that total musketry damage is divided by 5 to determine the number of casualties. A little new school in using d10 cavalry vs infantry square combat chart.

Test played for 10 years and now ready to be released on an unsuspecting world of miniature gamers everywhere! 1 vol, 40 pgs
2014 US, LMW WORKS
NEW-softcover ......$24.00ommpu

1-89040
Konstam, Angus and Dougie Trail DIE KRIEGSKUNST:Wargaming the Seven Years War
An informative and highly attractive set that combines a realistic tactical level treatment with good command rules. Play aids, based on the 'General de Brigade' system. 1 vol, 104 pgs
2008 UK, PARTIZAN PRESS
NEW-softcover ......$35.00

1-206520
Krone, Joe LAND OF THE FREE: Wargames Rules for North America 1754-1815
Allows players to recreate the various conflicts that broke out in North America shortly prior to and just after Independence, including the French and Indian Wars, the American Revolution, and the War of 1812. This set of rules lets players begin their campaigns with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them into armies hundreds strong.

A unique system of command points and the need to carefully manage resources or risk becoming vulnerable to counter-attack have to be finely balanced against the need to gain objectives throughout the game, creating a challenging, but enjoyable environment for your armies.

Contents: History of North America - French and Indian War to the War of 1815; Rules; Army Lists; Escalation League; Campaign; Missions; and Hobby Guide. 1 vol, 192 pgs
2014 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00
discount: :15%

1-207741
Kuijt, David and Schlanger, David THAT EMBATTLED ISLE: Seven Battles in England for DBA
That Embattled Isle offers seven detailed historical scenarios for DBA that can be enjoyed as a set in a group-play or convention setting, or, played one at a time.

The battles trace a variety of foreign invasions of Britain and resistance against them from earliest recorded history with the Romans through the 13th century. Includes full-color maps, OOBs, an appendix on tournament system scoring, and some nifty scenario-specific and unit-specific rules.

1-197021
Lacy, Ben Micro Melee: Battle of Prokhorovka Scenario Book
This scenario book covers action near the small town of Prokhorovka from 10-12 July, 1943, in 13 scenarios that focus on specific aspects of the operation leading up to that epic showdown.

Although written for Micro Melee, the book will translate well to most company-level rules. 1 vol, 52 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$25.00ommpu

1-210820
Lacy, Ben RHODESIAN BUSH WARS
This book contains 10 scenarios based upon the Rhodesian Civil War (1964-80). The book is not designed for any particular rules set and uses generic troop quality, leadership ,and weapons skills. Although largely fictional, the scenarios are inspired by Faan Martin and Dan Tharp's memoirs. 1 vol, 60 pgs
2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$20.00rct

1-210830
Lacy, Ben AL-FAJR
Inspired by David Bellavia's memoir, House to House. This book contains 14 skirmish scenarios that chronicle the experience of an Army platoon during the opening days of the second battle for Fallujah in November 2004. It is not written with one particular rules set in mind, and most squad to platoon level systems should work perfectly. 1 vol, 76 pgs
2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$24.00rct

2-197020
Lacy, Bennett MICRO MELEE - 4th edition
Micro Melee is a rules system for recreating company level engagements of WWII in 6-15mm. Although it would be a stretch to manage a battalion level game, it could be done, provided there is a large space with multiple GMs. Micro Melee handles movement, identification, combat and leadership from the perspective of a platoon. Command is assigned to Lieutenants, Captains, Majors and Colonels within HQ units. Much of the detail for individual soldiers is incorporated abstractly. Hand grenades are reflected in a greater fire power factor at point blank range and the casualty model is expressed in terms of damage points.

The basis for these rules is the platoon; the smallest component of which is a squad. Each nationality will assemble a unique order of battle. A Table of Organization & Equipment will be helpful as you build your forces, but is not included in this book. Ten to twelve-man squads (depending upon the nationality) should be tracked with the forms provided in Appendix B. Regardless of the actual number of figures you choose to glue on a base, each unit should represent a single squad, crew or support team. Those should then be grouped into platoons and companies. 1 vol, 214 pgs
2014 US, BRITTON PUBLISHERS
NEW-softcover - 4th edition, available late February 2014 ......$26.00

1-207720
Laflin-Barker, Sue edited by John Curry Sue Laflin-Barker's Start Ancient Wargaming with DBA 3.0
This book introduces ancient wargaming using the latest edition of De Bellis Antiquitatis version 3.0. The rules are easy to learn, but the finer details of tactics are hard to master.

The book starts by discussing how to choose a period of history and build an wargaming army, then it includes the complete DBA 3.0 rules with a detailed step-by-step play through of a sample game of Germans v Romans on the bank of the river Rhine. There are also numerous sample army lists with discussion of the sources on which they are based. Sue Laflin-Barker was a key contributor to the development and success of WRG. 1 vol, 196 pgs
2015 UK, JOHN CURRY EVENTS
NEW-softcover ......$26.00

1-195034
Lambshead, John HAIL CAESAR: Army Lists Vol. 4: Britannia - Rome's Invasion of Britain
In 43AD Aulus Plautius led the Roman legions to the edge of the known world: to the mysterious land of the Britons. The Emperor Claudius demanded a victory, and what better way of doing it than to bring this savage nation under the Roman yoke.

Rome commanded huge armies of professional soldiers with the infrastructure needed to feed, transport, equip and command them. Opposing this mighty military machine was a mere patchwork of tribes and wild barbarian warriors. Refusing to yield to the conquerors, one man emerged as the champion of the Britons: Caractacus! Defeated in open battle, Caractacus turned to guerilla warfare: raiding and ambushing enemy troops on the march. No Roman could defeat him; in the end it was treachery that overcame the Briton's greatest champion: the treachery of Queen Cartimadua of the Brigantes.

It was another Queen of the Britons who, ten years later, led the greatest rebellion of all against Roman rule: Boudica, Queen of the Iceni. Years of resentment and oppression boiled over into a war that almost drove the Romans from Britain altogether,burning London and humbling even the mighty legions.

This then is the story of the Roman invasion of Britain, from the Claudian Conquest and wars of Caractacus until the defeat of Boudica and the destruction of the druids upon Mona. Included in this supplement is a map-based campaign game recreating the invasion, as well as historical scenarios covering the wars of Caractacus and the Boudican revolt. 1 vol, 64 pgs
2013 UK, WARLORD GAMES
NEW-softcover, available late August 2013 ......$32.00
discount: :10%

1-211500
Lanbshead, John POSEIDON'S WARRIORS: Classical Naval Warfare 480-31 BC
This set of wargaming rules covers large-scale naval actions between fleets of classical-era galleys -- from Greeks versus Persians at the battle of Salamis to the battle of Actium that decided the fate of Rome.

The rules use an integrated turn system to allow a commander to position ships to go in and ram without being rammed in return, or to employ feints and traps to tempt the enemy out of position and leave his ships vulnerable to a follow-up strike. Includes data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system, and a brief historical summary.

1-198510
Langan, Steve and Thomson, Cameron SETTING THE EAST ABLAZE - Warfare in the Back of Beyond 1917-1926
The period from the Bolshevik Revolution of 1917 to the re-establishment of (very) 'central' government in Russia by about 1926 is one that is little understood outside specialist circles and even today remains victim to an overly neat and tidy 'hindsight' view of history.

The reality was very different and offers wargamers a hugely attractive and diverse backdrop in which to game. Armies from all the worlds major powers intervened at one time or another in Russia and the neighboring states of central Asia. Some of them, such as the French intervention in the Ukraine in 1919, were on a major scale. Others were much more along the lines of 'small wars' expeditionary forces of the previous century.

Independent states sprang up, grew strong and were destroyed in the maelstrom that followed the Bolshevik seizure of power. It really was a time of 'Beasts, Men and Gods' to quote the title of Ferdinand Ossendowski's colorful book on one of the periods more dreadful characters, Baron Ungern Von Sternberg. Conflict engulfed a huge area, from the Oder River on the German/Polish border to China and the Far East. Some of these conflicts, such as the Civil War in China, predated the Bolshevik revolution. All of them, however, were impacted by it in a profound way.

All of this offers endlessly interesting scenarios and armies for the creative gamer. The predominant style of warfare was open and mobile. You therefore get to play with all the toys of the first quarter of the 20th century, with none of the tedium of trench warfare. 1 vol, 64 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

1-198511
Langan, Steve and Thomson, Cameron RED DAWN RISING: Warfare in the Back of Beyond 1917-1926 Scenario Book
This is the first in a planned series of scenario books for our 'Setting the East Ablaze' rules (OMM book number 198510).

Although written specifically for warfare in Central Asia in the aftermath of the Russian Civil War, we have found that the rules are very flexible. With minor adjustments, the earliest they have been played successfully is the Second Afghan War (1888) while the latest is modern day Africa.

These scenario books cover a slightly wider core period and a significantly wider geography. Most will be based around historical engagements, but those of you who follow 'The League of Extraordinary Kriegspielers' adventures in their alternative reality of 1920s will be glad to hear that those tales will also be told before too long.

The backdrop for this first set of scenarios is the main source book for the so-called 'Back of Beyond' period: Peter Hopkirk's 'Setting the East Ablaze - On Secret Service in Bolshevik Asia.' This rollicking tale, first published in 1984, tells true stories of the period in breath-taking fashion.

This book contains eight/nine scenarios from Feb 1918 to Sep 1920, each with a historical context, objectives, army lists, and maps. Most are playable on a 6' x 4' table and require manageable amounts of figures and terrain. All games are based on known historical facts and orders of battle, and where none exist, a reasonable extrapolation of what was known. If some of the historical battles were very one sided (as they were), the designers rebalanced the sides to give a better game.

1-202790
Lardie, Richard CHAIN OF COMMAND: Rules for WWII Combat at Platoon Level
Chain of Command is a new WWII wargames rule set designed for platoon-sized actions with some additional support. Includes unique command and control system which presents the player with the battlefield decisions made by his historical counterpart. These are the rules Neil Shuck of Miniature Wargames described as 'probably the best set of Skirmish rules I've ever played'.

At 104 pages, the book includes the rules, a scenario generation system, and Army Lists for Britain, Germany, United States, and Soviet Union. Features a system allowing the gamer to select support depending on the scenario being played, so you can pit two well-matched forces against each other for a fun and challenging gaming experience. 1 vol, 104 pgs
2013 US, TOO FAT LARDIES
NEW-softcover ......$36.00

1-212140
Latham, Mark BROKEN LEGIONS: Fantasy Skirmish Wargames in the Roman Empire
Broken Legions is a set of fantasy skirmish rules for a war unknown to history, fought in the shadows of the Roman Empire. Various factions recruit small warbands to fight in tight, scenario-driven battles that could secure the mystical power to defend - or crush - Rome. A points system allows factions to easily build a warband, and mercenaries and free agents may also be hired to bolster a force. Heroes and leaders may possess a range of skills, traits and magical abilities, but a henchman's blade can be just as sharp, and a campaign can see even the lowliest henchman become a hero of renown. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available late August 2016 ......$19.00
discount: :15%rct

1-212860
Latham, Mark Chosen Men - Military Skirmish Games in the Napoleonic Wars
Chosen Men is a set of fast-action skirmish rules detailing the bloody skirmishes between light troops in the Napoleonic Wars. The primary focus of the game is on soldiers and NCOs in light 'flank' companies, as they scout ahead of larger forces and take part in man-to-man actions against enemy skirmishers.

Although the game allows for the formation of accurately sized companies of light infantry and cavalry if you wish, these formations are broken down into small groups of up to a dozen men. For the most part, officers are not swashbuckling super-heroes, but staunch commanders who rally and direct their men to achieve the battlefield objectives. Although the game uses an alternating action turn sequence, officers can use their influence on multiple units at the same time in an effort to steal the initiative. With all rolls resolved using standard 6-sided dice, this game combines a classic wargaming feel with modern wargame mechanics. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available mid December 2016 ......$19.00
discount: :15%rct

1-65490
Lawrence, Stephen COSSACK WARS:Wargaming in the Age of the Cossacks
Uses an open scale for time/movement and can be used for skirmish games or larger battles, quick play with a dash of role-playing covers 17/18th century and includes thirteen scenarios. 1 vol, 52 pgs
2001 CALUMET, OLD GLORY CORP
NEW-softcover ......$20.00

1-210190
Lewis, Mark SWORD AND SPEAR: 2nd Edition Rules
Rules for large battles in the Ancients and Medieval period. They are suitable for any scale figures and any basing standard. The only requirement is that figures are organized into units of equal frontage. A typical game consists of about 12 units on each side and games take around 2 - 3 hours. The rules are designed from a top-down perspective, focusing on outcomes rather than detail.

Each turn is split into phases, where players each receive a number of command dice, which are rolled and then used to activate their units. The number shown on each dice determines which units it can activate (with better quality units being easier to activate), what the unit can do when activated, and the numbers also determine the activation sequence. Certain dice also give bonuses to combat, movement distance, or shooting range. So there is a lot to think about, and allocating the command dice well is the key to success (although rolling lots of sixes helps as well!).

In each phase command dice are allocated, then units are activated in order. When a unit is activated it does everything - movement, shooting, and melee combat. So there is no turn sequence to remember and work through. A unit cannot be activated more than once in a turn, and typically most, but not all, units can be activated in a turn (although this depends on the quality of the units involved, so a horde of poor quality troops will not have so many units activated each turn.)

Each unit has a type (for example cavalry), a discipline rating (depending on the quality of the unit) and a strength rating. The strength depends on the unit type (for example cavalry are strength 3) and determines both the number of dice rolled in combat and the number of hits required to rout the unit. Many units will also have some specific weapons or characteristics such as Bows, Armoured, Spearmen or Impact, although an average level of protection and offensive ability is assumed, so for example, a unit of cavalry may simply be: Cavalry D4 S3.

The rules are relatively straightforward, and there are no 'to-hit' tables, charts, or lists of dice roll modifiers. They can be played using only the one sided playsheet with very little reference to the rulebook after the first couple of games.

Missile shooting and melee combat use the same mechanics, with both units (all combat is one unit vs one unit) rolling a number of dice, lining the dice up highest to lowest and comparing. Each lost dice roll may result in a hit, which represents a combination of actual casualties, cohesion and morale loss. Hits can be rallied, but when the number of hits equals the strength of a unit it is removed as routed.

The number of dice rolled by each in combat is equal to the strength of the unit, and may be modified upwards if the unit has impetus, and also according to a very short list of situations which give a unit extra combat dice (for example being uphill or having extra friendly units in contact with the enemy).

There is not as much rock-paper-scissors in these rules as in many other ancients / medieval games, but it does appear in the mechanic for impetus. If a unit involved in a combat has a command dice allocated to it this phase, it may have impetus in the combat and will gain one (or sometimes more) extra dice. There is a list of situations where the unit does not get impetus (for example cavalry vs elephants, mounted vs spears). This creates differences in the way certain troop types interact together, and gives them strengths and weaknesses other than their two basic stats.

Each army has a number of leaders, which are important as units do not perform as well if they are out of command range and perform better with a general attached. Many of our playtest games have involved two players on each side, with each player having a command of around 7 - 10 units, but can include multiple players per side. 1 vol, 48 pgs
2013 UK, NORTH STAR
NEW-softcover ......$28.00rct

1-201810
Lyall, Gavin OPERATION WARBOARD
Donald Featherstone said, 'there have been few wargaming books written as well as Operation Warboard. Gavin Lyall applied his established writing talents to create a wargaming book that in places seemed more like a thriller than a book about a marvelous and engaging hobby.

The book was written for 20mm-25mm WWII wargaming with rules that were straightforward, fast and comprehensive. The rules included sections on command, communication, air power, airborne forces, invasion, desert and snow. Of particular note were the simple, but complete rules for the preparation of the battlefield by engineers. Nothing spoils an attacker's day like being surprised by a dug in infantry company with mines and wires on a reverse slope.

The book also had the innovation of including extensive notes about the thinking behind the rules. The player's notes discussed the abstractions and generalizations that informed the design decisions, most of which are still issues that rule-writers for the period still contend with. This reprint of the 1976 classic includes a new foreword by Bernard Lyall and new optional rules. 1 vol, 148 pgs
2013 UK, JOHN CURRY EVENTS
NEW-pb, available late May 2013 ......$28.00

1-204430
Martelle, Craig MODERN AFRICA: Rules for Modern Skirmish Battles
Set of rules to fight/refight battles on the dark continent 1960's-1990's. The majority of these battles were smaller scale fought between warlords or other dictators. The arms were either leftovers from an earlier era, state-sponsor (US or USSR) supplied, or black market purchased. These are not the latest, greatest weaponry and they may not even be wielded by trained soldiers, but the goal was always freedom.

Sources: Books written and illustrated by Al Venter, South African journalist, reporting fromboth CNN and BBC during the early to mid 90's in describing numerous actions throughout thecontinent, but looked mainly at Somalia.

During the mid 90's, I was attached to the United States Central Command (CENTCOM) observing actions of the Somali clans, conversations with people who had been there and my impressions ofwhat they saw. 1 vol, 36 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00ommpu

1-201042
McCullough, Joseph DRAGONSLAYERS From Beowulf to St. George - Myths and Legends V2
With its fiery breath, scaly armor, and baleful, malevolent stare, the dragon became the ultimate symbol of evil and corruption in European folklore and mythology. Often serving as a stand-in for Satan, or the power of evil gods, dragons spread death and hopelessness throughout the land. Only heroes of uncommon valor, courageousness, and purity could hope to battle these monsters and emerge victorious. Those that did became legends. They became dragonslayers.

The list of dragonslayers is small, but it is filled with great and legendary names. Hercules, Beowulf, Sigfried, and Saint George all battled to the death with dragons. Other heroes such as Cadmus, founder of the city of Thebes, Dieudonne de Gozon, the Knight of Rhodes, and the Russian warrior Dobrynya Nikitch might be less well known to western readers, but also fought and defeated dragons. This book retells the greatest legends of this select group of warriors, while examining the myth of the dragonslayer in a historical, mythological, and even theological context. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid March 2013 ......$18.00
discount: :15%

1-208940
McCullough, Joseph FROSTGRAVE: Fantasy Wargames in the Frozen City
Copies signed by the author.

Amidst the frozen ruins of an ancient city, wizards battle in the hopes of discovering the treasures of a fallen empire. In this fantasy skirmish wargame, each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers.

The wizard's apprentice will usually accompany his master, and more than a dozen other henchman types are available for hire, from lowly thugs to heavily armored knights and stealthy thieves. Wizards can expand their magical knowledge by unlocking ancient secrets and may learn up to 80 different spells.

While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting them into an ongoing campaign that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless adventures that can be found amidst the ruins of the Frozen City. 1 vol, 136 pgs
2015 UK, OSPREY PUBLISHING
NEW-hardcover, signed copies ......$25.00
discount: :15%

1-208941
McCullough, Joseph FROSTGRAVE: Thaw of the Lich Lord
Signed copies by author.

This is a complete campaign for Frostgrave that will challenge both new and veteran players. Through a series of linked scenarios, players discover the existence of a new power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall.

Warbands will confront the Lich Lord's minions, race against his agents to seize possession of mysterious artifacts, and brave the perils of Frostgrave in search of his lair. Eventually, they will need to muster all their courage to venture into the depths of the city and face the Lich Lord himself. Not all wizards will seek to stop the Lich Lord, however, and full rules for giving into his corruption and following the dark road to becoming an undead lich are presented for those who crave power and immortality above all else.

While the campaign presents many new threats against which wizards and their warbands must test themselves, including an expanded bestiary, it also offers additional resources, such as new henchmen that can be recruited and unique magical treasures that can spell the difference between survival and oblivion. 1 vol, 64 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover, signed editions ......$18.00
discount: :15%rct

1-208942
McCullough, Joseph FROSTGRAVE: Into the Breeding Pits
With this new supplement for Frostgrave, players can lead their warbands into the vast network of catacombs, sewers, and dungeons that run underneath the Frozen City.

It was in these dark confines that the ancient wizards known as Beastcrafters experimented on living creatures, creating strange hybrids and deadly monsters, many of which still roam the forgotten passageways.

Along with a host of new scenarios, treasures, soldiers, and creatures, the book also contains rules for the traps and secret passages that are often found in the dungeons. With wonderful and rare magical treasures to be discovered, will players risk taking their warbands down into the Breeding Pits. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb ......$18.00
discount: :15%rct

1-208943
McCullough, Joseph FROSTGRAVE: Forgotten Pacts
In this supplement for Frostgrave, players lead their warbands into the northern reaches of the city, exploring the ruined temples of the Frozen City to search for the lost secrets of evocation - the art of summoning demons. While the lure of such knowledge is great, few wizards have ventured into this region as it is overrun by barbaric northern tribesmen who have descended from the hills in their own search for treasure. Marking themselves with demonic sigils, many of these barbarians have aligned with ancient powers discovered amongst the temples.

Includes new treasures, spells, soldiers, and creatures that can be found amongst the ruins plus a host of new scenarios that focus on the exploration of the temples. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available late November 2016 ......$18.00
discount: :15%rct

1-201043
Mcintee, David THE WAR OF HORUS AND SET - Myths and Legends Vol. 3
Long ago the brother gods Osiris and Set ruled peacefully over the lands of Upper and Lower Egypt, each in his own kingdom. But over time Set came to covet his brother's lands and crown, and eventually the temptation overwhelmed him.

Usurping Osiris's throne, Set began a blood feud that spread war, death and mutilation through both the heavens and the earth. Gods and men chose sides and took up arms on behalf of both Set and Horus, the heir of Osiris. This book retells the mythic struggle between Horus and Set, exploring the variations and background to the feud, and examining the earthly realities that inspired, or reflected, the actions and allegiances of the Gods, such as the political rivalries between the two kingdoms, and the invasion of Egypt by Cambyses II. Ancient Egyptian weapons and strategies are also examined, showing how their gods and men did battle. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

1-190682
McWalter, Adrian BLACK POWDER: Albion Vi
This is the first of two supplements for our Black Powder game that focuses on the Napoleonic battles involving British forces. Written by long-time gamer and Napoleonic aficionado, Adrian McWalter, this book focuses on the Flanders and Peninsular campaigns

112 pages of Napoleonic army lists, background, troop stats and scenarios make this an absolute must for lovers of Black Powder, of Napoleonic gaming or simply of gloriously produced wargaming books!

1-190683
McWalter, Adrian BLACK POWDER: Albion Triumphant Vol. 2
This supplement for Black Powder overviews the main battles, armies and personalities of the Hundred Days campaign, including army lists, background, troop stats, scenarios, and special rules.

1-211950
McWalter, Adrian and Dalton, Quinton OVER THE HILLS: A Napoleonic Wargame
For Brigade, Divisional, and Army size Napoleonic wargaming. Each army has been given a set of national characteristics to ensure that each army plays differently. This is enhanced further with the troop formations open to each nation and the differing abilities of each nation's commanders. Units are assigned a fatigue factor and as this degrades, so does your unit's ability to carry out any task. Uses d10s. Includes optional rules. 1 vol, 128 pgs
2016 UK, PARTIZAN PRESS
NEW-hardback ......$44.00rct

1-204431
Meldrum, James MODERN AFRICA: Scenario Book 1 - Somalia Intervention
Scenario book based on book/movie Blackhawk Down. For rules set Modern Africa, but can also be used with other modern skirmish-level rules.

1-204432
Meldrum, James MODERN AFRICA: Scenario Book 2 - Marine! Intervention Operations in the 3rd World
Scenario book for rules set Modern Africa, but can also be used with other modern skirmish-level rules.

1-55430
Mersey, D.S. GLUTTER OF RAVENS - WARFARE IN THE AGE OF ARTHUR:Rules & Resources
These rules cover AD400-AD700, good research make these excellent for the quick game with few figs to the campaign with larger armies, color plates, scenarios, all in all the best for this period. 1 vol, 54 pgs
1998 UK, OUTPOST WARGAME
NEW-softcover ......$24.00

1-199260
Mersey, Daniel DUX BELLORUM: Arthurian Wargaming Rules AD367-793
The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop.

Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets. 1 vol, 64 pgs
2012 UK, OSPREY PUBLISHING
NEW-softcover, available mid to late August 2012 ......$18.00
discount: :15%

1-206060
Mersey, Daniel Lion Rampant - Medieval Wargaming Rules
Take Robin Hood, Richard the Lionheart, Gamelyn, William Wallace and other legends from the colourful, dangerous medieval period to the tabletop with Lion Rampant - a new set of rules designed for fighting medieval skirmish games. Ideal for players who wish to collect medieval miniatures and paint the pageantry without wanting to muster huge forces or spend time learning complex rules, this game allows players to game actual historical battles - or to delve into the archives of Hollywood to embark on more over-the-top pulp style clashes.

1-210050
Mersey, Daniel DRAGON RAMPART: Fantasy Wargaming Rules
Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil, or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop.

Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage. 1 vol, 64 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%rct

1-212270
Mersey, Daniel THE MEN WHO WOULD BE KINGS: Colonial Wargaming Rules
Set of rules designed for fighting historical or Hollywood-style colonial battles in the mid to late 19th Century, from the Indian Mutiny to the Boxer Rebellion.

Large scale colonial clashes tended to be one-sided affairs, but there are countless reports of brief, frantic skirmishes in every colonial war, where either side could be victorious, and these are the battles that The Men Who Would Be Kings seeks to recreate.

Although focusing on the British colonial wars against the Zulus, Maoris and others, these rules will also permit players to explore the empires of France, Germany, and other nations, as well as allowing for battles between rival native factions. Gameplay is very simple, and is driven by the quality of the officers leading your units, in the true spirit of Victorian derring-do and adventure, where larger than life characters such as the (real) Fred Burnaby and the (fictional) Harry Flashman led their troops to glory and medals or a horrible end at the point of a spear tip. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available late September 2016 ......$19.00
discount: :15%rct

1-201044
Mersey, Danile KING ARTHUR - Myths and Legends Vol. 4
From his court at Camelot, King Arthur ruled over a unified Britain in a mythical age of peace and prosperity. His glory, however, would be short-lived. For even as he drew the sword from the stone, a doom settled over Arthur that would see his kingdom fall to betrayal and war. In this book, Daniel Mersey retells the great stories of Arthur, from his winning of Excalibur and his marriage to Guinevere, through his battle with the giant in France and his war against the army of Rome to the treachery of Mordred and his death at Camlann.

Supporting this narrative is an exploration of the different facets of Arthurian myth, including the numerous conflicting theories of his historical origin, the tales of Welsh folklore and Medieval romance, and even his various portrayals in the modern media. Presented with both classic and newly commissioned artwork this book is an easy-to-read, yet highly detailed introduction to the complex body of myth and legend that surrounds Britain's greatest hero. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

1-193770
Miley, Bryan NO MORE ROOM IN HELL: Surviving the Zombie Apocalypse
This is a stand-alone miniatures game system usable with 15mm-28mm figures, that allows you to create a group of characters amidst the end of the living world. and the start of the living-dead world. Who will survive? Who will feed the dead? It's up to you to select the skills, the traits, and the gear that you think your survivors will need to face the rising zombie tide. 1 vol, 0 pgs
2010 US, IRON IVAN GAMES
NEW-pb ......$20.00

1-208400
Miller, Ryan FIGHTING SAIL: Fleet Actions 1775-1815
In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. Fighting Sail is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812.

Each fleet has access to different ships, tactics, and command personalities -- each with individual strengths and weaknesses. Offering a unique blend of detail and simplicity, the scenarios included enable the recreation of historic actions or 'what-if' scenarios. 1 vol, 64 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover, available late May 2015 ......$18.00
discount: :15%

1-208990
Miller, Simon TO THE STRONGEST: Fast Moving Ancient and Medieval Wargame Rules
The rules are uncomplicated, and yet provide seasoned gamers with a challenging battle that can comfortably be concluded in an evening. They also have a high degree of suitability for solo play. Neither rulers nor dice are used in a game. Units move on a square grid. Initiative and combat are by deck of regular cards.

The grid also enables figures based for different rule systems to be used together on the same battlefield. 1 vol, 78 pgs
2013 UK, PARTIZAN PRESS
NEW-softcover ......$36.00

1-207340
Minadeo, Bob and Teixeira, Ed MUSKETS AND MOHAWKS: Frontiers Aflame
Muskets and Mohawks is the unit based game of the French and Indian Wars. Players take on the role of an officer commanding multiple units of men. Included in the rules are lists and options to play the Napoleonic Wars, the American Revolution, the War of 1812 as well as the Texas War of Independence. Here's more details.

It's 1754 and there's news of the impending war between France and Great Britain. But that's in Europe and between Kings and there aren't any Kings in North America. Life for both the French and British colonists is tough enough with trying to stabilize their respective frontiers and dealing with the local Indian tribes is a delicate balancing act. No, let the Kings fight amongst themselves across the pond. It's not my fight.

Or at least it wasn't until today. Word has spread along the frontier of open conflict. The tribes are choosing sides and the militias mobilizing. Settlements are suffering brutal raids causing harsh retaliation in kind. The frontier's aflame with war! The Kings may not be here but their war is and while many sides can lose only one side will win.

In Muskets and Mohawks you can choose from two sides with a total of four factions. Pick from: British Regulars, French Regulars, British Allied Indians, or French Allied Indians.

Whichever you choose you must lead one or more units of men through the war, fighting when needed because it's all about victory and glory, and in some cases, just survival! 1 vol, 54 pgs
2016 US, OMM PUBLISHING
NEW-softcover ......$15.00

1-207350
Minadeo, Bob and Teixeira, Ed RIFLES AND REBELS: Fighting the Civil War 1861-1865
Rifles & Rebels is a unit-based game where units are composed of 5 to 10 figures. In Rifles & Rebels you can choose from two sides and two arms with a total of four forces. Pick from: Union Infantry, Confederate Infantry, Union Cavalry, or Confederate Cavalry.

Rifles & Rebels uses a floating scale which allows you to count each unit as a platoon, company, or battalion. This allows you to fight large battles as well as smaller actions. Rifles & Rebels and Muskets & Mohawks share similar mechanics with changes made to reflect the different periods. 1 vol, 56 pgs
2016 US, OMM PUBLISHING
NEW-softcover ......$15.00

1-207670
Minadeo, Bob and Teixeira, Ed SIX GUN SOUND: Wild West Miniatures Skirmish Rules
Six Gun Sound, a set of miniatures skirmish rules, puts you into the Wild West of 1875 to 1885. You choose one of six different professions: Marshal, Outlaw, Ranger, and so on, each with three different stats and a different 'encounter' system to fight the battles that these Gunfighters, Cowboys, and others would fight. The Encounter system tells you who, what, and when you're going to meet when it's fighting time.

A 'campaign' system is also included so you can travel across 22 different areas, including parts of US, Canada, and Old Mexico. All the work of dreaming up your next bank robbery, gunfight, cattle drive and many other encounters are already done. We've done all the work, we've built and populated your world, and all you have to do is enjoy and play the game, including the Lincoln County War, Tombstone, the Great Sioux War of '76, demise of the James/Younger Gang, and lots of Apache trouble...and more. 1 vol, 120 pgs
2007 US, TWO HOUR WARGAMING
NEW-softcover, (3) copies available ......$20.00
discount: :25%

1-202840
Minadeo, Bob and Teixeria, Ed MUSKETS & SHAKOS: The Napoleonic Wars 1803-1815
It's 1812 and the self-proclaimed Emperor of France has conquered all of Europe, save Portugal. Ignoring the flea bites of Spanish guerillas and their Anglo-Portuguese allies, the Emperor has gathered 750,000 men with the intention of subduing the Russian forces of Tsar Alexander I. The future of Europe lies in the balance.

Muskets and Shakos is a unit-based game where units are composed of 2 to 20 figures, and you command a division of troops from the following list:

* French (including French satellites)* Austrian* British (often including allied troops such as the Portuguese)* Prussian * Russian * Spanish* Turks

Whichever you choose, you must lead your units through the Napoleonic Wars, fighting when needed, because it's all about victory and glory, and in some cases, just survival. 1 vol, 68 pgs
2016 US, OMM PUBLISHING
NEW-softcover ......$15.00

1-81690
Moyle, Brendon SHATTERED LANCES:The Age of the Crusades 600-1400
Although a rule set for this period, it is full of interesting 'bits' of information for the period; designed for this period with b/w photos/illust, army lists for the 1st Crusades. 1 vol, 60 pgs
2005 UK, OUTPOST WARGAMES
NEW-softbound ......$24.00

1-209050
Murton, Charles DAISHO: Skirmish Wargaming in Mystical Japan
Have you ever wanted to replicate the incredible feats of swordsmanship you see in movies like 47 Ronin and 13 Assassins? Stand surrounded by half a dozen angry Ashigaru and then, in a single fluid motion, strike them all down?

Bring forth fiery darts from heaven and hurl them at your enemies? Face demons from the pits of hell? Disarm and hammer an arrogant Samurai lord into the dust with your bare hands? You can do this and much more if you play Daisho, skirmish wargaming in mythical Nippon. This game allows players to field forces of five to fifteen miniatures in a game you can easily complete in an evening on a space only a yard square. The rules are short and simple to learn - few players need to refer to them after their second or third game.

This book provides: * The core rules of play. * The complete points system so you can create your own forces. * Full listings for twelve unique forces. * Armor, weapons and equipment, both mundane and magical. * Listings of skills, heroic ki powers and magical powers. * 15 scenarios, supported by seventeen scenario complications. * 10 detailed landscapes for you to play across, and * Simple, yet rewarding campaign rules. 1 vol, 94 pgs
2015 UK, THE MINISTRY OF GENTLEMANLY WARFARE
NEW-softcover, full color, available late July 2015 ......$32.00

1-211030
Murton, Charles and Cartmell, Craig Blood Eagle
Skirmish rules for Viking warfare to fight such encounters across Northern Europe, Scandinavia, and the British Isles in the 9th and 10th centuries, including replicating heroic feats of real and fictional people. 1 vol, 96 pgs
2016 UK, THE MINISTRY OF GENTLEMANLY WARFARE
NEW-pb, available early April 2016 ......$30.00rct

1-197950
Mustafa, Sam MAURICE: War in the Age of Gentlemen and Philosophes 1690-1790
Maurice combines tabletop miniatures rules, a campaign system that requires virtually no math or paperwork, and a role-playing game in which the 'characters' are officers, units, and armies. You create the personalities and manage their fate from battle to battle. Maurice uses measurements in Base-Widths (BWs) so that you may use any figure, base, and table size.

Game play requires action cards (included in this package), which are used to activate forces and to modify those actions. Like other card-driven games, each card has the potential to do more than one thing, but can only ever be used for a single thing at any given time.

Most -- but not all -- cards are available for download from the Maurice website.

This version (197950) include the rules AND the deck of cards. This deck includes all the special cards you will not find on the website. 1 vol, 100 pgs
2012 US, SAM MUSTAFA
NEW-softcover with card set ......$48.00

1-207370
Mustafa, Sam BLUCHER: Wargame
Blucher is a stand-alone tabletop game of great battles in the Napoleonic Wars. You can play with or without miniatures. If you are new to Napoleonic gaming, or if you just want a game that you can take anywhere and set up in ten minutes on any flat surface, you can use unit cards that offer a wonderful and attractive option to collecting large armies of figures.

The player takes the role of a general commanding a large army in a famous or fictional encounter. Units represent large forces such as brigades of infantry or cavalry and concentrations of massed artillery.

This also includes a campaign system called Scharnhorst which acts as a pre-game. Players plot the movement of their columns along roads and across the countryside. They must make the difficult decisions about spreading out their forces to control key points, while remaining within supporting distance in order to mass for a battle once the enemy has been located.

Of course your opponent may not let you fight on the field of your choice, with all the forces you would like. Was it wise to have sent so much of your cavalry on reconnaissance now that they arrive late and fatigued for the battle? Did you neglect to secure a key road or town in the rear of your position, forcing you to fight at a disadvantage?

Scharnhorst does away with the traditional wargame roles of 'attacker and defender.' The players script the battle with their own choices of maneuver and objectives, and the fortunes of the campaign may change dramatically once the fighting is underway. 1 vol, 176 pgs
2012 US, SAM MUSTAFA
NEW-hardcover ......$40.00

1-207371
Mustafa, Sam BLUCHER: The Hundred Days Card Deck
For two to three players. This boxed set of 216 richly colorful heavy-duty poker-sized cards, provides all the units of the three armies in the 1815 campaign, as well as cards for famous personalities, objectives, and other useful things.

They are perfect for introducing new players, or for setting up What-If battles, or for those evenings when you'd rather spend your time playing, rather than setting up figures and terrain.

For the price of one box of miniatures, you can have three large armies and a full campaign, all of which can be set up in just a few minutes. 1 vol, 216 pgs
2012 US, SAM MUSTAFA
NEW-deck ......$32.00

1-199415
Neugebauer, Agis BOLT ACTION: Armies of Imperial Japan
Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defense of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor's fanatically loyal troops and campaign through some of the most brutal battles of the war. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-203540
Oliver, Mike and Costa, Miguel NAPOLEON'S BATTLES: Divisional Commander
Napoleon's Battles - Divisional Commander (NB-DC) is a fusion between our Napoleon's Battles Grand Scale rules, and our company level rules Capitan. So you may well find aspects of the two rule sets mingled in NB-DC.

The rules uses the same basing sizes and system of Napoleon's Battles, but at battalion scale, so a Napoleon's Battles 24 miniatures brigade (six bases of four miniatures) is approximately a battalion in Divisional Commander (1 figure equals about 25-30 men). Your Napoleon's Battles armies can be used to play Divisional Commander without any basing change.

DC covers the whole Napoleonic era, including the British-American War of 1812, the forgotten Wars of Liberation in South America, and the last War of the Napoleonic Era: the 1st Carlist War.

DC is designed to play Napoleonic battles of medium size, involving a division, or a small corps, to represent historical battles, or to play balanced games based on a point system that allows players to play fictional scenarios for running campaigns or championships. As with all the Capitan Games rules, we use the online army builder system.

To represent the intense movements and counter movements of the formations in Napoleonic battles, DC uses a system (as do other Capitan Games rules) that allows more flexibility in the game rather than an 'I go, you go' system.

The huge influence of Napoleonic combat systems, tactics, and weaponry (the flintlock musket was the standard weapon for all armies until the later 1840's), meant that they remained the standard throughout the world until the full development of the rifled musket. This weapon, which used percussion caps rather than a spark from a flint, together with rifled artillery, changed tactics and formations and ended the Napoleonic Era. 1 vol, 96 pgs
2014 SPAIN, CAPITAN GAMES
NEW-softcover, finally available late October 2014 ......$40.00

1-208570
Oliver, Mike and Costa, Miguel COMPANY COMMANDER: Tactical Napoleonic Rules
Company Commander rules are designed for games between small units of men such as reconnaissance patrols, convoy escorts, intelligence missions, border attacks, and other missions which were given to small groups of selected troops. The actions of small groups of soldiers and the direct commands of their officers are the most important aspects of play. The system simulates the frantic rhythm of an encounter. The 'human factors' of individual initiative, speed and leadership are worth more than the grand tactics of larger battles.

In Company Commander the core rules are the same as Capitan, but they have revised the text, added more examples, new rules for concealed units, a new chapter with a Drill System (combat in close formation), and a totally new system of building the units, more easy and with Army lists, now is not necessary to go to a online builder to select the units.

Although the rules are designed to play mostly Napoleonic era combats they are suitable for the wars of the XVIII & first half of the XIX century; the rules allow players to play Marlburian, Seven Years War & Carlist Wars games, with only minor changes and adjustments. 1 vol, 56 pgs
2015 SPAIN, CAPITAN GAMES
NEW-softcover, available mid June 2015 ......$34.00

1-204230
Oman, Brent PULSE OF BATTLE 1500BC - 500AD
Covers ancient massed combat, roughly the classical ancient period from 1500 BC to 500 AD, using the basic Field of Battle 2nd Edition mechanics, with the capabilities of ancient armies blended into the rule system.

Card Sequence Decks randomize the turn sequence, and allow scenario designers to add special twists to the sequence by inserting unique cards. The fog of war is accounted for by the same Sequence Decks, as players find themselves managing the chaos of battle instead of plotting their next chess or checkers style moves.

Games of 20 unit melee-intensive armies can be completed in around 1 1/2 hours; smaller and larger games vary accordingly. Historical Period Notes are compact military histories that are included for each of 14 periods:

Chariots* In the Days of Megiddo and Qadesh* Assyrian Wars

Spears and Pikes* Greek and Persian Wars* Wars of the Greek City States* Alexander's Wars* Wars of the Diadochi

Early Rome* 2nd Punic War* Rome's Rise in the east* The Wars of Julius Caesar

Imperial Rome* Conquest and Empire* Imperial Crises and Decline* The Late Romans

1-527817
Oman, Brent FIELD OF BATTLE PIQUET: 1700-1900 2nd Edition
Field of Battle, 2nd Edition, features easily mastered game mechanics designed to emphasize the fog of war. Sequence card decks are used to determine the turn sequence and relative actions of each army. All charts and information needed for play are included on a single reference sheet and the sequence cards.

The 2nd Edition of Field of Battle, while using the same game mechanics as the 1st Edition, has been further developed and streamlined to provide an even more quick playing and dramatic game. Unit ratings have been refined, terrain movement rules have been clarified, melee has been modified to require completion of all melees upon their initiation, as well as the addition of a complete scenario generation system. Extensive testing, development, writing, and editing created a consistent and tight system.

Field of Battle covers the period from approximately 1700-1900. No additional supplements are required for play. Ratings are included for the following wars:

1-527818
Oman, Brent FIELD OF BATTLE PIQUET: WWII
Field of Battle: WW2 covers 1939-45 and is a stand alone game. Includes ratings and organizational charts for all the major combatants. Games with division per side can be resolved in 2 to 4 hours. 1 vol, 109 pgs
2009 US, PIQUET
NEW-softcover ......$35.00

1-210780
Ottenberg, Mike A NEW KOREAN CRISIS
Scenario book depicts 12 notional skirmishes within the context of a fictitious war for gamers to use on the miniature table. It covers events prior, during, and after a postulated modern war on the Korean peninsula. Four of these skirmishes are inter-connected in a mini-campaign depicting an assault on a US airbase. All were created to explore various aspects of a major conflict where special forces will be deployed to conduct reconnaissance, direct action and related operations. Although designed with the SOF Warrior game system in mind, these skirmishes can be enjoyed with any set of modern conflict wargame rules. 1 vol, 90 pgs
2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$28.00rct

2-195890
Palmer, Chris and Surdo, Buck G.A.S.L.I.G.H.T. COMPENDIUM
Gaslight is a set of rules for fighting skirmishes in the Victorian era. Bands of stout-hearted Extras are led by Main Characters - from the streets of London to the hills of South Africa and from the glorious charges of the Crimea to the maelstrom of the American Civil War. Gaslight was based on the popular Blood and Swash / Thunder and Plunder rules. These rules were written with the works of Victorian science fiction authors in mind, such as H.G. Wells, Jules Verne, and H. Ryder Haggard, and a nod toward Hollywood.

Contains all the sets and all the updates, 92 pages of full color. 1 vol, 190 pgs
2014 US, ON MILITARY MATTERS
NEW-wire bound softcover ......$48.00

1-65360
Palmer, Chris and Surdu, John GASLIGHT:Glorious Adventures in Science
A set of rules for fighting skirmishes for the Victorian science fiction adventures as well as other historic colonial actions. 1 vol, 38 pgs
2001 NY, LMW WORKS
NEW-softcover ......$16.00
discount: :15%

1-190390
Palmer, Christopher and Surdu, John Buck LOOK SARGE, NO CHARTS:American Civil War
8.5x11, dynamic mechanics that allow players to fight battles, not rules. When you play LSNC:ACW you will be challenged and excited. 1 vol, 56 pgs
2009 US, L.M.W WORKS
NEW-softcover ......$29.00
discount: :15%

1-59930
Parker, Chris DAY OF BATTLE - The Middle Ages 2nd Edition full color
Great set of medieval rules allows you to field medieval armies as a great warlord. Choose your style of play via your warlord type (Raider, Mercenary, or Chivalric) and the clever honor mechanism rewards your actions -- and punishes your failures -- in every battle. The higher the honor, the more capable and prestigious your leader. Makes for a great campaign-style series of battles every time you play a one-off game.

Summon your forces through simulated feudal system using deck of regular playing cards. Stand-based system, variable moves, special formations such as shield wall and wedge, and 10 domains (Army Lists) allow you build armies for Normans, Anglo-Saxons, feudal English, feudal Scots, feudal French, feudal Germans, Crusaders, Seljuk Turk, 100 Years War French, 100 Years War English, and Wars of the Roses.

1-59932
Parker, Chris DAY OF BATTLE - The Norman Conquest
Day of Battle Supplement set in the 11th century follows the rise of the Normans in France. March with them to England, Italy, Byzantium, and beyond to the beginnings of the First Crusade. A copy of Day of Battle: The Middle Ages is required. Supplement includes: 15 new Army Lists for Northern Europe, Italy, and Byzantium -- Normans, Vikings, Papal Italians, and 12 more; Advanced Warlord and Campaign Rules; Includes Dynasty (an area based campaign for one to five players); Three area maps: England, France, and Italy; and two battle scenarios: Hastings and Durrazo. 1 vol, 52 pgs
2012 US, OMM PUBLISHING
NEW-softcover ......$20.00ommpu

1-59933
Parker, Chris DAY OF BATTLE - Crusader Warfare
Crusader Warfare is the latest Day of Battle - the Middle Ages supplement covering the period 950AD to 1450AD. The Reconquista, The Baltic Crusade, The Albergensian Crusade and The Crusades in the Levant are all covered. Each chapter gets new Domains and a new campaign map for our medieval campaign system 'Dynasty.' Included in this sourcebook are 20 new Domains (Army Lists) and four new maps. Though a copy of Day of Battle: the Middle Ages is recommended, readers may easily convert the Domains and campaign system for use with other popular rule sets. 1 vol, 48 pgs
2012 US, OMM PUBLISHING
NEW-softcover ......$20.00ommpu

1-191690
Peers, Chris TOO FEW TO FIGHT, TOO MANY TO DIE:
Rules for the US Indian Wars C.1750-1890, covers the F&I War to the last stand of the Sioux at Wounded Knee. Play aids and army lists for all the major combatants. 1 vol, 48 pgs
2010 UK, NORTHSTAR
NEW-softcover ......$22.00

1-194100
Peers, Chris IN DEATH GROUND - Wargames Rules for the Pre-gunpowder era,. c. 2500 BC to 1300 AD.
In Death Ground is a new approach to wargaming the Ancient and early Medieval (or what we prefer to call the 'pre-gunpowder') period, covering roughly the era from the first recorded battles around 2500 BC up to 1300 AD. The rules are suitable for any figure scale. They include sample lists for 12 of the most popular armies.

It uses many of the successful mechanisms introduced in Ruga-Ruga Publications' 19th century African rule set, 'Death In The Dark Continent,' but adopts an entirely new close combat system which reflects the crucial importance of hand-to-hand fighting in ancient warfare.

The aim is to produce a game suitable for an evening's entertainment with modest sized armies of between one and two hundred figures. So, in the interests of speed and ease of play, the proliferation of troop and weapon categories have been kept to a minimum and the command system simplified as far as possible, while retaining the flavor of the period and the individual armies. This approach can often give a more realistic game than more complicated systems, as it allows tactical situations to develop and reduces the need to decide the battle by a headlong charge before you run out of time. At last you can employ the brilliant tactical maneuvers you have always dreamed of, rally your tired men for a renewed effort, commit your reserves at the decisive moment, and still play the game to a finish in a few hours! 1 vol, 38 pgs
2012 UK, NORTH STAR
NEW-pb ......$24.00

1-196800
Peers, Chris TREMBLE YE TYRANTS: Fast Play Rules for Napoleonic Wargaming 1805 to 1815
Tremble ye Tyrants is a set of rules for medium to large scale wargames set in the last decade or so of the Napoleonic Wars, or roughly between 1805 and 1815. This is the classic Napoleonic Empire period, including the great campaigns of Austerlitz, Jena, Eylau and Friedland, Aspern and Wagram, as well as the invasions of Spain and Russia, and the decisive allied victories at Leipzig and Waterloo. In addition to refighting these great battles, and the countless lesser ones of the era, the rules are designed to be suitable for free-form campaigns, hypothetical scenarios, and one-off competition style games using armies built on a system of points values. Tabletop armies can represent a wide variety of real life levels of organization, from a division up to a full scale army.

Tremble ye Tyrants is aimed at players who want a fast playing and enjoyable game with a minimum of complex mechanisms, but which retains as much as possible of the tactical flavor of the period, and makes large scale maneuvers feasible within the confines of an evening's game. Although designed mainly with 28mm figures in mind, it is suitable for any scale and any size of game. 1 vol, 0 pgs
2011 UK, RUGA RUGA PUBLICATIONS
NEW-softcover ......$20.00

1-205840
Peers, Chris ON THE SEVEN SEAS: Wargames Rules for the Age of Piracy and Adventure c.1500-1730
On the Seven Seas is a set of wargames rules covering the high adventure and low morals of the world of the pirate. The rules cover licensed privateers such as da Gama and Drake, ruthless pirates of the Spanish Main, Blackbeard, the Barbary corsairs, the wako of the Far East, not to mention the anti-pirate squadrons, Spanish garrisons and native warriors from around the world that found themselves at odd with generations of sea-borne reavers. The focus of the game is on boarding actions and the exploits of pirate crews on land, and the rules offer a quick-to-learn basic game based around individual characters and small units of rank-and-file.

1-206200
Peers, Chris The Law of the Gun
The Law of the Gun is a set of rules for small-scale skirmish gaming set in the American West - catering for players interested in both the real and the Hollywood versions. They emphasise simplicity and speed of play, and a game can usually be played to a finish in an hour or so. Figures are based individually. Most will fit easily into categories based on their equipment and level of combat experience; an action dice mechanism means that better fighters not only shoot straighter but react faster than less experienced ones. Each man can have his own personal characteristics, but the basic manoeuvring unit is a gang of between one and four figures. One or more gangs can be combined to make up a player's force, which might represent an official posse, a band of outlaws or Indian war party, or just a small group of companions or even a lone gunman. Nearly all the dice used in the rules are the traditional six-sided variety, though they also make use of special wound dice and wind dice, both of which can be replaced by normal D6s if you prefer. 1 vol, 48 pgs
2014 UK, NORTH STAR
NEW-softcover ......$24.00

1-89690
Peers, Chris TOOTH AND CLAW:Rules for Prehistoric Animal Hunt'g
All the players in Tooth and Claw take on the role of hunters, with the animals being controlled by the rules themselves. Also includes scenarios. 1 vol, 32 pgs
2009 UK, NORTH STAR
NEW-softcover, o/p ......$22.00

1-195940
Perla, Peter edited by John Curry PETER PERLA'S ART OF WARGAMING: A Guide for Professionals and Hobbyists
This reprint book covers professional military wargames and recreational wargames from perspective of professional wargaming in the defense industry and as a gaming hobbyist. He evaluates their similarities and differences, including use by the Naval War College, then takes a more philosophical turn by defining the fundamental principles of what wargaming is, what it is not, and describes the subjects that wargaming is most useful for exploring. He also suggests how best to take advantage of its capabilities and downplay its limitations. Last, he examines modern trends in wargaming in the light of these historical perspectives and theoretical principles and then projects them into the future. 1 vol, 327 pgs
2011 UK, JOHN CURRY EVENTS
NEW-hardcover ......$40.00

1-2052901
Phillips, Colin and Pooch, Chris MAALINTII RANGERS: Day of the Ranger Scenarios for Skirmish Sangin
This 88-page Battle Book includes additional scenarios and rules for the Skirmish Sangin miniatures game. Includes the key scenarios and all the additional rules to re-enact the Battle of Mogadishu - a battle made world famous, first by the book, then the film of Black Hawk Down. 1 vol, 88 pgs
2015 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover, available late December 2015 ......$20.00rct

1-205290
Phillips, Colin and Watterson, Craig SKIRMISH SANGIN: Skirmish Rules for Modern Afghanistan
Players control either modern Western military forces (ISAF) or insurgent militias. Playing at an individual figure level, players get to feel the intenseness of adrenaline fueled modern warfare, while still dealing with the responsibility of command. The rules are simple to learn, with games playable with a single squad aside, to platoon level games.

* Simple, fast combat rules that enable furious tabletop skirmish battles* Information and rules for creation of professional and insurgent forces * A full array of modern weapons and armour for both sides * Rules for off table support ranging from snipers to heavy weapon platoons, fast air and helicopters * A game that plays as easily with two people as it does with multiple players.* A set of rules that provides an intense and compelling tabletop game regardless of whether you field four figures per side or 40. 1 vol, 172 pgs
2014 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover ......$40.00

1-205291
Phillips, Colin and Watterson, Craig SANGIN DESPATCHES NO. 1: Scenarios & Rules for Modern Afghanistan
In this first supplement to Skirmish Sangin, a 64-page full color booklet, players get additional ORBATS including Canadians, Germans, and Afghanistan National Police (ANP), seven new scenarios, plus campaign and character experience rules, advice on how to play Skirmish Sangin and tactics articles written by ex-military personnel. 1 vol, 68 pgs
2014 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover ......$20.00

1-882811
Poli, James EISENKREUZ: Wehrmacht General's Handbook for Panzer Korps
Covers the complete Wehrmacht and Heer assets for use with Panzer Korps from 1939 to the end of the war at the divisional level. From brigades to foreign contingents, Eisenkreuz covers all the vehicles, weapons and organizations you will need to play. Includes all major vehicles and organizations, Brigades, Divisions, and Special Formations, the various specialized battalion formations, details organization at the Divisional Level, extensive tactics and techniques, Glossary, Panzer Korps statistics, includes Marine, Luftwaffe, and Construction contingents. A comprehensive look at the Wehrmacht for the wargamer. 1 vol, 407 pgs
2011 US, HOPLITE RESEARCH
NEW-softcover ......$40.00
discount: :10%

1-882815
Poli, James WHEN BRITAIN FEARED NONE: British General's Handbook
WHEN BRITAIN FEARED NONE covers the organizational structures of the British Army from 1940 to 1945 at the Divisional level. Covering most combat organizational configurations -- British Army Territorial, Commonwealth, and Dominian forces.

Covers Airborne, Artillery, Armored formations, and more! Breaks down the command structures into their respective parts. Aides in understanding the rapidly changing organizations. Vehicle and Aircraft lists. Combat Analysis of actual historical performance. Period strategies and commentary from the front. An overview of all the major nations that contributed to the war effort!

1-195030
Priestley, Rick HAIL CAESAR: Battles with Model Soldiers in the Ancient Era
It will surely surprise no one to hear that Hail Caesar has been designed with 28mm models in mind - although the game is equally playable with 20, 15, 10, and 6mm models and all sizes in-between should anyone feel so inclined. The game adapts easily to different styles and sizes of bases: we have armies based in numerous different ways ourselves. Because hand-to-hand fighting is a much more important part of the ancient game than Black Powder- as you might reasonably expect - the overall width of units has been specified more exactly. This is to ensure that combats and supports work out correctly over the extended combats that are common in ancient battles. However, even here the absolute sizes of units doesn't matter much so long as both sides are essentially the same.

Despite out protestations that it doesn't really matter, we keep getting asked about basing for Hail Caesar. So we're going to explain how this works now and hopefully this should successfully banish any untoward terror from the mind of the prospective player. We recommend models are based into convenient multiples to facilitate changing formations and for ease of handling. We'd also recommend that foot skirmishers, horse archers, and light cavalry are based individually as the rules allow these units to fight in a dispersed formation with the models spread out. However, none of this is critical, in the same way as Black Powder, the only absolute constraint is that standard sized units occupy roughly the same frontage when deployed in their usual fighting formations. 1 vol, 200 pgs
2011 UK, WARLORD GAMES
NEW-hardcover ......$48.00
discount: :15%

1-195031
Priestley, Rick HAIL CAESAR: Army Lists Vol. 1: Biblical and Classical
In this, our first expansion for Hail Caesar, Rick presents no less than 63 army lists for the Biblical and Classical periods along with points costs and army composition. It is also replete with the images of fantastic armies that you can expect from a Warlord Games book.

1-195032
Priestley, Rick HAIL CAESAR: Army Lists Vol. 2: Late Antiquity to Early Medieval
This supplement for the Hail Caesar game contains 60 army lists covering the forces of Late Antiquity, the Dark Ages and Early Medieval periods, from the 'crisis' of the turbulent mid-Third Century to the Mongol invasions of the Thirteenth. Each list provides a guide to army composition, suggested game values for troops, and points values for the different units. The following armies are included:

1-195033
Priestley, Rick HAIL CAESAR: Army Lists Vol. 3: Rome's Dacian Wars
At the end of the first century AD, the Roman Empire was the greatest military power the world had ever seen. All of Western Europe south of the Rhine and the Danube, southern Britain, North Africa, Egypt, the Balkans and most of the Levant was under its control. The mighty Roman army and its legions had rarely known defeat in living memory - and never for very long.

One upstart state and its wily, aggressive leader refused to bend the knee. For almost 20 years, and against all odds, King Decebalus of Dacia defied Rome from his fortress capital deep within the Carpathian Mountains. Composed of thousands of savage tribesmen, heavily armored Sarmatian lancers and even captured Roman weapons, Dacia's armies proved to be powerful enough to keep the legions at bay. All this was to change with the ascension of the soldier-emperor Trajan, leading to one of antiquity's greatest conflicts - the Dacian Wars.

This supplement for Hail Caesar focuses on Rome's wars under Trajan against the Dacians and their Sarmatian allies. Featured battles include the Battle of Adamclisi, the Battle of Tapae and the Siege of Sarmizegetusa Regia. Also included are rules for playing skirmish games, fighting sieges and using warships, as well as campaign and hobby ideas. 1 vol, 84 pgs
2013 UK, WARLORD GAMES
NEW-softcover ......$32.00
discount: :10%

1-190681
Priestly, Rick and Johnson, Jervis BLACK POWDER: Last Argument of Kings
This supplement for the Black Powder game provides an overview of the main conflicts and armies of this period, includes army lists and special rules to enable you to refight wars of the period using the Black Powder rules, and offers scenarios for the most dramatic battles of the time. Featured conflicts include:

* The War of the Spanish Succession - the Battle of Blenheim (1704)* The Great Northern War - the Battle of Holowczyn (1708)* The Austro-Turkish Wars - the Battle of Petrovardin (1716)* The War of the Austrian Succession - the Battle of Fontenoy (1745)* The Wars of the English Succession - the 1745 Rebellion* The Seven Years' War - the Battle of Hundorf (1762)* War in the Colonies - The French Indian War & The War in India* Raids and Invasions - Amphibious Warfare in the 18th Century 1 vol, 112 pgs
2011 UK, WARLORD GAMES
NEW-softcover ......$32.00
discount: :10%

1-206630
Pringle, Chris BLOODY BIG BATTLES: Rules for Wargaming the Late Nineteenth Century
This new ruleset does exactly what its title says. It is intended for fighting the biggest, bloodiest battles of 1850-1900 in a manageable way. The specific design goals are to tackle the major battles such as Solferino, Gettysburg, Koniggratz, Sedan or Plevna, often spanning several days' combat; to fit them on a 6'x4' tabletop; and to fight them in their entirety, in a single 3-to-4-hour session, with typically 4 players.

BBB is not suitable for small actions of a few thousand men a side. There are plenty of rulesets that do that. But none do what BBB does, namely; Enabling players to command entire armies of 100,000+ men a side; Fitting battlefields of up to 20km across on the table; While still producing a fast, fun game and a result in an evening. Turn sequence: IGO-UGO.

Scale varies according to the battle but is typically: Figure scale 1,500 men or 36 cannon per 1-inch base (organized into multi-base units usually of 3-7 infantry, 2-3 cavalry or 1 artillery base); Ground scale 1 inch equals 200-250 yards; and Timescale of 1 hour per turn.

1-206631
Pringle, Chris BLOODY BIG EUROPEAN BATTLES: Wargame Scenarios for the Late Nineteenth Century
Scenarios - BBB is not meant for tournament games or for casual, throw-the-toys-on-the-table games. It is meant for fighting historical battles. BBB and its companion volume, Bloody Big European Battles, therefore provide fully playtested scenarios for 16 of the most important battles of the period. Further free scenarios are also available on the web.

All the scenarios fit the battles they depict into a beautiful, tightly engineered game structure. They have clear, simple, but carefully thought-out victory conditions, designed both to recreate the historical situation and to generate an exciting and balanced game that can be completed in a sensible period of time. A particular joy of fighting historical actions on this scale is that usually both sides have several different viable strategies available, meaning the scenarios are full of replay value and can produce quite different games each time. 1 vol, 51 pgs
2014 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

1-85720
Protz, Bill BATAILLES DE L'ANCIEN REGIME 1740-1763(BAR)
Quick play for all size games and miniature scales, if you know the 18th Century you can play right away using only the reference charts; adapted from the successful DRUMS OF WAR ALONG THE MOHAWK set. 1 vol, 72 pgs
2007 US, BILL PROTZ
NEW-softcover ......$40.00

1-204510
RFCM SQUARE BASHING: 2nd Edition
The title 'Square Bashing' is a play on words. The game is played on a square grid, the units upon which will get bashed. Square Bashing is also the British Army term for parade and drill.

In the first edition the table size was 7 by 5 feet, split into one foot squares, which is a larger table that gamers may not have access to. In this 2012 version, the table size has been reduced to more manageable 4 by 3 feet with 6-inch squares and one player is now the attacker whilst the other is the defender.

SB represents divisional sized armies fighting each other and represents an idea called TUP : Turn Up and Play. You sit down, calculate the army, and construct a scenario -- you need 620 'points' of figures, dice, and markers.

The event section will allow you to gamble away your scenario dice allotment. In return you will suffer/enjoy events relevant to your historical army. Concurrently, the events will award attack points which when finally summed up will indicate the ferocity of the ensuing battle.

The basic games assumes 15/18/20mm figures using two figures per base. Smaller sizes such as 10mm should use the rules as written but perhaps add more figures to a base. Conversions are given for 25 and 28mm figures using bigger squares and a 6x4-foot table. 1 vol, 48 pgs
2012 UK, PETER PIG
NEW-softcover ......$20.00

1-195530
RFCM Team 2011 HAMMERIN' IRON
The first version of these ACW naval rules came out 20+ years ago. This 2011 edition uses many of the earlier mechanisms but now includes a scenario generator, more ship statistics, fire rafts, torpedo boats, mines, submarines, and forts. Excellent. The rules include order cards and play sheets. No additional books needed. Gives a really nice game in 2.5 hours or less. A wire spine allows the book to be laid flat when gaming.

1-79455
Riley, Peter POLEMOS:AMERICAN CIVIL WAR
As usual from POLEMOS two set of rules in one publication. 'On They Came' allows the players to fight Corps size games and 'Crisis of Allegiance' the Big Battles of the period. Play aids. 1 vol, 80 pgs
2008 UK, BACCUS 6MM LTD
NEW-softcover ......$30.00

1-79456
Riley, Peter POLEMOS:FRANCO-PRUSSIAN WAR
As usual from POLEMOS two set of rules in one publication. 'Commandant de Bataille' is for the smaller size games and 'Kommandant der Armee' for the Big Battles of the period. Play aids. 1 vol, 80 pgs
2008 UK, BACCUS 6MM LTD
NEW-softcover ......$30.00

120 full-colour, custom-designed pages Comprehensive basic and advanced rules sections 15 pages of pictorial organisation charts for major nations Vehicle and gun charts to support the above Numbered rules set out in a clear order of play for easy reference Rules explanation backed by 100 + photos and 30 diagrams Two scenarios, that you can re-play, illustrating the rules in action Advanced rules for everything from medical support to naval combat Practical tips and hints to help you on the table-top 1 vol, 64 pgs
2009 UK, NORTH STAR
NEW-softcover ......$40.00

Designed to fight with the forces from Normandy Battlegroups. Historical backgrounds, battle maps, victory conditions and organizational variations. Additional Normandy rules. New standardized terrain system that makes setting up simpler. Two new Battlegroups in graphic format for British 6th Airborne and US 82nd Airborne Divisions. 1 vol, 40 pgs
2016 UK, NORTH STAR
NEW-softcover, available mid February 2016 ......$32.00rct

2-49891
Rutherford, Bill and Lewis, John HIT THE DIRT:WWII SENARIOS FOR CROSSFIRE
8.5x11, (21) scenarios covering the eastern front, western front and the Mediterranean front, special rules, terrain and o/b's.

1-212830
Sartori, Lorenzo Basic Impetus
This edition will be released with new rules and 340 army lists included. 1 vol, 64 pgs
2016 ITALY, DADI & PIOMBO
NEW-pb, available late November 2016 ......$36.00rct

1-88833
Sartori, Lorenzo EXTRA IMPETUS 3: Third Supplement for Impetus
The third supplement carries Impetus into the 15th Century with two campaign games and 46 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

Campaign Games: The Salt War (Condottieri) and The Pretender (Wars of the Roses)

1-88834
Sartori, Lorenzo EXTRA IMPETUS 4: The Fourth Supplement for Impetus
The fourth supplement carries Impetus into the Age of Hoplites with a campaign games and 41 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

1-88835
Sartori, Lorenzo EXTRA IMPETUS 5: The Fifth Supplement for Impetus
The fifth supplement carries Impetus into the Feudal Era with a campaign games and 48 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

1-211000
Satori, Lorenzo BAROQUE: Warfare Rules for 1550-1700
Baroque is a wargame from Regulation (built on the Impetus) engine designed to play miniature conflicts which ravaged Europe between the mid-16th and the end of the 17th century. Baroque is immediate learning, historically accurate, fast, and fun thanks its innovative mechanical. Baroque does not require rebasing of your armies and is suitable for miniatures in all scales: 28mm, 20mm (1/72), 10mm, and 6mm.

Contains the rules of the game for pitched battles (with several examples and diagrams) and seven army lists to start playing right away: German Catholics (1618-32); Swedish (1630-34); ECW Royalist (1642-43); ECW Parliament (1642-44); Ottoman Turks (1645-1700); Late Imperial (1648-1700); and Late Poles (1632-1700). Other lists will be available online and in the future supplements. 1 vol, 56 pgs
2016 ITALY, DADI & PIOMBO
NEW-pb ......$40.00rct

1-206640
Scarborough, Jesse GREAT WAR EAST 1914: A Scenario Book for Command Decision: Test of Battle
This scenario book presents battles on the eastern front of the Great War during the campaigns of 1914. The ten scenarios focus on maneuver warfare; Austrian, German, and Russian divisional orders of battle are included. This supplement uses the CDTOB rules, but slightly modifies them to better represent the nature of ground combat in 1914.

1-10006
Scott, Richard Bodley FIELD OF GLORY List 6:The Ottomans at War
Take command of the mighty forces of the Ottomans, their enemies and neighbors - from the steppe cavalry of the Tatars and Timurids, to the Polish and Teutonic knights, and the implacable armies of the Jan Zizka's Hussites or Vlad Tepes' Wallachians.

With Eternal Empire, the new Field of Glory companion, you too can take the Ottoman nation from a humble Anatolian state to an Empire commanding the Middle East and much of Eastern Europe. Complete with organization charts for hundreds of accurately researched troop types, detailed historical overviews and supporting maps and artwork, this addition to the core rule book will dramatically enhance your gameplay. 1 vol, 88 pgs
2008 UK, OSPREY PUBLISHING
NEW-softcover ......$17.00

1-10011
Scott, Richard Bodley FIELD OF GLORY -- List 11: Empires of the Dragon
Far East at War. If you know the enemy and know yourself, your victory will not stand in doubt; if you know Heaven and know Earth, you may make your victory complete (Sun Tzu, The Art of War).

Companion book for Field of Glory reveals the secrets of the armies of Asia, from the samurai of Japan and the forces of the Qin to the elephant hordes of India and Thailand. With historical overviews, maps, artwork, and details for hundreds of new troop types, generals now have everything they need to know to command or crush the empires of the Far East. 1 vol, 100 pgs
2009 UK, OSPREY PUBLISHING
NEW-pb, Special Price: limited quantity -- first come, first served ......$25.00
discount: :30%

1-10012
Scott, Richard Bodley FIELD OF GLORY List 12:Blood and Gold
The Americas at War. Far from the influence of the powers of Europe and Asia, the jungles, plains and mountains of the Americas saw the rise and fall of many mighty empires built upon blood and gold, from the bloodthirsty Aztecs and the bronze-armed Inca to the enigmatic Maya.

This new companion volume for the award-winning Field of Glory table-top wargaming rules, complete with new troop types, historical overviews and supporting maps and specially commissioned artwork, gives players the chance to step into the role of one of the warchiefs of the Americas and command hordes of ferociously brave warriors in the pursuit of slaves, sacrifice and conquest. 1 vol, 92 pgs
2009 UK, OSPREY PUBLISHING
NEW-pb ......$17.00

1-20000
Scott, Richard Bodley Field of Glory: Renaissance Rules
Following on from the success of the Field of Glory ancient and medieval rules, Slitherine and Osprey are proud to present this new rule book for a whole new era of wargaming. Field of Glory: Renaissance takes a fresh look at the weapons and tactics that dominated the battlefields of the fifteenth, sixteenth, and seventeenth centuries, and presents a brand-new miniature rules system that captures the flavor of this colorful period while remaining familiar to current Field of Glory players.

Completely independent of the early books, Field of Glory: Renaissance has been designed in an approachable and easy-to-learn manner that allows players to employ realistic formations. 1 vol, 176 pgs
2010 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00
discount: :15%

1-20001
Scott, Richard Bodley Field of Glory: Renaissance List 1: Wars of Religion Western Europe 1610-1660
Whether you stand with the Roundheads, the Cavaliers, the Bourbons or the Habsburgs, this first supplement for Field of Glory: Renaissance gives you everything you need to fight battles from the English Civil Wars, the Irish Confederate Wars and the Thirty Years' War. Packed with Osprey artwork, maps and historical overviews, this book contains 20 new army lists and is an essential aid for anyone wishing to wargame the push of pike, charge of horse, and thunder of cannon of the 17th century. 1 vol, 112 pgs
2010 UK, OSPREY PUBLISHING
NEW-pb ......$25.00
discount: :15%

1-20002
Scott, Richard Bodley Field of Glory: Renaissance List 2: Trade and Treachery Western Europe 1494-1610
While the Renaissance was a time of innovation and inspiration in art, literature, and science, so too was it a period of military progress. From the rise of gunpowder as a battlefield-dominating weapon to the tactical genius of Machiavelli, the Italian Wars were the first step on this journey.

With detailed army lists, historical overviews, maps and artwork, Trade and Treachery provides everything an aspiring condottieri needs to take over the 16th century armies of the Italian City States and European powers and lead them to glory. 1 vol, 112 pgs
2010 UK, OSPREY PUBLISHING
NEW-pb ......$25.00
discount: :15%

1-20003
Scott, Richard Bodley Field of Glory: Renaissance List 3: Clash of Empires Eastern Europe 1494-1698
Covering Eastern Europe during the Renaissance, and Western Europe in the latter half of the 16th century, Clash of Empires, the third Field of Glory: Renaissance Companion provides aspiring generals with everything they need to command an army of steadfast Janissaries, or the troops of one of the Ottoman Empire's foes. With Osprey artwork, maps, and historical background, Clash of Empires brings to the gaming table the great conflicts between the Cross and the Crescent. 1 vol, 112 pgs
2011 UK, OSPREY PUBLISHING
NEW-pb ......$25.00
discount: :15%

1-20004
Scott, Richard Bodley FIELD OF GLORY: RENAISSANCE LIST 4: Colonies and Conquest Asia 1494-1698
Following in the footsteps of Marco Polo, Colonies, and Conquest, the fourth Field of Glory: Renaissance Companion, presents the armies and allies of the great civilizations of Asia. Take on the role of a Portuguese conquistador or Dutch colonist, pushing ever-eastwards, seeking to bring trade and religion to the continent, or command the colorful and unique armies of India, China or Japan, and defend and expand your own empires. With artwork, maps, and historical overviews, Colonies and Conquest presents everything you need to wargame the battles and conflicts of Renaissance-era Asia. 1 vol, 112 pgs
2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-20005
Scott, Richard Bodley FIELD OF GLORY: RENAISSANCE LIST 5: Duty and Glory 1660-1698
Step from the splendor of the courts of Louis XIV and Charles II to the mud and blood of Sedgemoor, the Boyne, and the battlefields of the War of the League of Augsburg with Duty and Glory, the latest Field of Glory: Renaissance Companion. With historical overviews, artwork, maps, and detailed army lists for the armies of the antagonists of this period. Duty and Glory provides generals with everything they need to field armies in Western Europe in the Age of Reason. 1 vol, 100 pgs
2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-20006
Scott, Richard Bodley FIELD OF GLORY: RENAISSANCE LIST 6: Cities of GoldAfrica and the Americas 1494-1698
Follow Cortes and Pizarro in a quest for El Dorado or stand against the onrush of European expansion and colonialism with Cities of Gold, the sixth Field of Glory: Renaissance Companion. With artwork, maps and historical overviews, Cities of Gold journeys from the mountain stronghold of Machu Picchu and the great city of Tenochtitlan, to the forests and lakes of North America and the deserts and jungles of Africa, to bring you the forces and foes of the Aztecs, Incas, Tuaregs and Conquistadors. 1 vol, 100 pgs
2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-203310
Sfiligoi, Andrea OF GODS AND MORTALS: Mythological Wargame Rules
Two armies prepare for war. Thor, surrounded by crackling lightning, leads the assault of a horde of Viking berserkers. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares himself.

Of Gods and Mortals is a skirmish wargame that gives players the opportunity to command the greatest heroes, warriors and monsters of legend - and the gods and goddesses that ruled over them. Whether you want to lead the forces of Greek, Egyptian, Celtic, or Norse mythology to battle, or build your own pantheon.

Each player takes control of a god, a handful of legendary characters, and a number of mortal troops to form a warband that must work in harmony to succeed. Although the gods are incredibly powerful, they are only as strong as the faith of the mortals who follow them - if their worshippers are cut down, gods become weaker, and if a deity is vanquished in combat, its followers may flee the field of battle. Success lies in employing a strategy that uses all your troops, from the mightiest to the most humble, as effectively as possible. 1 vol, 0 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover, available late October 2013 ......$18.00
discount: :15%

1-212850
Sfiligoi, Andrea Rogue Stars - Skirmish Wargaming in a Science Fiction Underworld
Rogue Stars is a character-based science fiction skirmish wargame, where players command crews of bounty hunters, space pirates, merchants, prospectors, smugglers, mercenary outfits, planetary police and other such shady factions from the fringes of galactic civilisation. Crews can vary in size, typically from four to six, and the character and crew creation systems allow for practically any concept to be built. Detailed environmental rules that include options for flora, fauna, gravity, dangerous terrain and atmosphere, and scenario design rules that ensure that missions are varied and demand adaptation and cunning on the parts of the combatants, make practically any encounter possible. Run contraband tech to rebel fighters on an ocean world while hunted by an alien kill-team or hunt down a research vessel and fight zero-gravity boarding actions in the cold depths of space - whatever you can imagine, you can do. 1 vol, 64 pgs
2016 UK, OSPREY PUBLISHING
NEW-pb, available mid December 2016 ......$19.00
discount: :15%rct

A Fistful of Kung Fu is set in a modern world walking a precarious line between the advances of next-generation technology and the tradition and mysticism of ancient cultures. Kung Fu schools face off in no-holds barred martial arts tournaments. Evil corporations hire hitmen and infiltrators to steal each other's secrets. Overworked SWAT teams respond to street-level gunfights between feuding Triad and Yakuza clans. Ancient artifacts are sought by hopping vampires and cyborgs alike, each seeking to harness the power of the Four Dragon Kings and control the world. Bullets, punches, kicks and throwing stars fly in slow motion as martial arts heroes and gun-wielding cops defeat enemy after enemy in the pursuit of evil masterminds.

Possible factions range from Chinese Triads and the Japanese Yakuza to Ninja clans, martial arts schools, the men and women of the Hong Kong Police Department, demons, secret societies, and almost anything else you can imagine! All struggle for supremacy - destroying the city in the process.

Mooks and supporting cast are swatted like flies, but can still be dangerous when given the advantage of numbers or automatic weaponry. Based on the popular Ganesha Games rules system, A Fistful of Kung Fu introduces martial arts combat with maneuvers that have different outcomes depending on the degree of success, and which allow for counter-attacks when they fail, giving a flowing, appropriate combat system. The game also includes rules for challenges and 'gun-fu' stunts. 1 vol, 64 pgs
2014 UK, OSPREY PUBLISHING
NEW-softcover, available February 2014 ......$18.00
discount: :15%

1-198832
Simon, Wally; edited by Russ Lockwood MORE SECRETS OF WARGAME DESIGN: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
From the Center for Provocative Wargaming...

For decades, Wally Simon helped shape miniatures wargaming through Potomac Wargamers Review -- his monthly photocopied newsletter that analyzed the mechanics of wargame rules. First published in the 1970s, PWR ran monthly through August 2002, delving into the nuts and bolts of how rules worked -- and how they did not. Published rules, home-grown rules, and even his own rules came under scrutiny as he created, destroyed, and tweaked rules mechanisms to try and 'produce a game which keeps all players continually busy and interested in what's going on.'

Volume 2 of Wally Simon's More Secrets of Wargame Design accents the best efforts of 'Wally Rules' with a dozen more top articles pulled from the pages of PWR. Stuffed full of ideas, concepts, and rules mechanics covering wargaming action across all eras, they offer provocative wit, wisdom, and imagination to help you tweak an existing set of rules or create your own rules to make a better wargame.

Wally Simon was one of the founders of HMGS, hosting the first meeting in his basement. A statistician by trade, he used his mathematical skills to analyze probabilities within wargame mechanics. Wally's Basement is named after him. Edited by Russ 'MagWeb' Lockwood. 1 vol, 60 pgs
2012 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00

1-198833
Simon, Wally; edited by Russ Lockwood SOLO SECRETS OF WARGAME DESIGN: Volume 3: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The third volume of the SECRETS OF WARGAME DESIGN series concentrates on solo wargaming ideas. Peel back the layers of game theory to generate great solo games for a variety of periods. Delve into the real nuts and bolts of game mechanics to create a more compelling -- and often more entertaining -- tabletop battle.

1-198834
Simon, Wally; edited by Russ Lockwood CAMPAIGN SECRETS OF WARGAME DESIGN: Volume 4: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 4th volume in the series offers 12 different rules systems for running campaign wargames, each of which can be used with tactical rules of your choosing. Run them via snail mail (as Wally did with friends across US and in the UK) or e-mail (the modern equivalent), using the historical background provided or adapt to your own historical or imagi-nation campaign.

If you've ever thought of running a campaign, large or small, among friends or for your club, this is the how-to booklet that brings together experience and shortcuts from a dozen campaigns. Adaptable to many eras. Includes maps, diagrams, and explanations of concepts and mechanics.

1-198835
Simon, Wally; edited by Russ Lockwood MASTER SECRETS OF WARGAME DESIGN: Volume 5: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The fifth volume in the series offers 13 articles detailing the nuts and bolts of wargame design, with suggestions for scenario balancing, rules ideas, and rules mechanics to punch up your wargaming in all eras. These can be used as is or adapted for published and home-brew miniatures and boardgame rules.

1-198836
Simon, Wally; edited by Russ Lockwood SKIRMISH SECRETS OF WARGAME DESIGN: Volume 6: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics
The 6th volume in the series of wargame design booklets offers a cornucopia of rules, scenarios, and nuts & bolts mechanics used in skirmish wargames. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the above.

1-205680
Sims, Mark LEGIONS OF BATTLE
The Legions of Battle Fantasy rules allow players to design armies using any existing figure ranges as the system is not tied into any specific fantasy genre. The combat, firing, and melee mechanics use an easy to learn 'balance' system where the relative values of attack and defense determine the chances of hitting and wounding for both sides. Units are made up of a number of stands which allows for any scale of figures or style of basing to be used.

The 64-page full color rulebook contains no specific army lists but includes an extensive, consistent points system and a large variety of equipment, skills, and traits will allow player to design pretty much any force that they like.

So, if you have been looking for an alternative set of rules for your current fantasy armies or you'd like to fight epic battles in the lands of Elric or Conan then you should take a look at Legions of Battle. 1 vol, 64 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$28.00ommpu

1-205690
Sims, Mark GREAT BATTLES: The Napoleonic Wars
Great Battles are a set of wargame rules that utilise hexes to regulate movement, firing, ranges, line of sight as well as charge and firing arcs. Battles are fought over a mat or tiles with 2-inch hexes and the game mechanics allow for large numbers of units to be represented, each by a single stand of infantry, cavalry or artillery.

The 44-page full color rulebook contains troop listings for all of the major Napoleonic armies and a sample order of battle for Dennewitz' including all of the unit labels. 1 vol, 44 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$24.00ommpu

1-213010
Sims, Mark BALANCE OF POWER: Horse and Musket Wargame Rules
Balance of Power are a set of horse and musket rules that allow players to fight battles with multiple corps per side in a reasonable amount of time. The rules emphasize easy to play game mechanics at the unit level so that a large number of units can be fielded. Balance of Power allows players to fight battles from the French Revolution through to the 1870's.

They keep the detail and enjoyment of fighting with lots of units on table by making the actual game mechanics of combat and firing simple enough so that there is little or no need to refer to charts and tables. Players will find that historical tactics, bombardment, support, reserves and combined arms all go towards achieving victory. The game rules are quickly learned and a few players a side can cope with the largest battles. The aim of the rules is to give players time to develop plans, maneuver, conduct preparatory bombardments, all of which sees battles unfold in a historical manner. 1 vol, 20 pgs
2016 UK, CRUSADER MINIATURES
NEW-pb, available mid December 2016 ......$15.00rct

1-85940
Sims, Mark CRUSADER HISTORICAL MINATURE RULES:Ancient/DarkAge
A4, full color simple designed for 25/28mm, though being stand-based they can be used with any scale,akin to WARHAMMER lots of pretty pictures of well-painted figs. 1 vol, 64 pgs
2012 UK, NORTH STAR
NEW-softcover ......$20.00

1-195600
Simunovich, Peter et al CASSINO: Italy, January-May 1944
This is the first in the new Flames of War WWII Infantry Aces campaign system, where you take either the Allied or Axis side to slug it out over Monte Cassino and either open or bar the way to Rome. You start as a junior officer, and as you gain experience, you may win medals and special abilities to help you in later scenarios.

Also included:

* History of battle for Cassino and road to Rome

* History and tactics of the Moroccan Goums, the Nisei (Japanese-American), the 91st Cavalry Reconnaissance Squadron, the 4th & 8th Indian Divisions, and the 2nd New Zealand Division.

1-30000
Slitherine, Terry Shaw FIELD OF GLORY: Napoleonic
Field of Glory Napoleonic is written in an approachable and easy-to-learn manner to allow players to concentrate on realistic deployments and battlefield tactics of the early modern era. FOGN will cater for both types of player, with a full point system allowing theoretical battles between balanced armies to be played out, as well as accommodating factual scenarios. The rulebook will maintain the same production values as previous FOG and FOGR releases and will be designed both to explain the game and be a reference guide when playing. To make the rules easier to follow, detailed descriptions and explanations of unusual situations in a similar way to our Ancients and Renaissance rulebooks. 1 vol, 148 pgs
2012 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00
discount: :15%

1-30001
Slitherine, Terry Shaw FIELD OF GLORY: Napoleonic Triumph of Nations
In 1812, after a period of considerable victories, Napoleon found himself fighting on two fronts, suffering setback after setback. With his forces in Spain being pushed back, Napoleon launched an invasion of his former ally, Russia, leading the half-million-strong Grande Armee to Moscow and a brutal defeat at the hands of Russian forces and the bitter winter.

On the defensive, Napoleon was defeated and exiled, but returned to lead his loyal armies against a coalition of European nations in a final campaign that culminated at Waterloo. Triumph of Nations, a companion for Field of Glory Napoleonic, provides players with all the army lists and details they need to recreate the battles of the later Empire, from the disastrous invasion of Russia to the glorious Hundred Days. 1 vol, 164 pgs
2012 UK, OSPREY PUBLISHING
NEW-hardcover, NEW-softcover, REDUCED PRICE ......$35.00
discount: :30%old

1-30002
Slitherine, Terry Shaw FIELD OF GLORY: Emperors and Eagles
This companion for Field of Glory Napoleonic gives players all the information they need to recreate the French Revolutionary wars and the rise of Napoleon through to the campaigns of the Grande Armee and the early Empire. Emperors and Eagles also includes full army lists for the Peninsular Wars, where Britain and its Portuguese and Spanish allies slowly, but surely, turned the tide of the war and pushed Napoleon's forces back to their own borders. 1 vol, 176 pgs
2012 UK, OSPREY PUBLISHING
NEW-hardback ......$35.00
discount: :15%

1-195035
Smith, Neil HAIL CAESAR: Army Lists Vol. 5: Germania
Chronicles the devastating blow suffered by the Romans in the Teutoberger Wald at the hands of the Germanic tribes led by Arminius. The battle, also known by the Romans as the Varian Disaster, saw the Germans ambush and destroy three Roman legions and their supporting troops.

The book covers both the battle and the aftermath - a period that was something of a watershed for Rome's ambitions in Germany. Includes the varying tribes that made up the Germanic forces, as well as scenarios and special rules. 1 vol, 56 pgs
2014 UK, WARLORD GAMES
NEW-softcover ......$28.00
discount: :10%

1-195036
Smith, Neil HAIL CAESAR: Army Lists Vol. 6: Age of Caesar
Supplement covers Gaius Julius Caesar and his battles, including those in Gaul, North Africa, and elsewhere. Covers armies of Rome and her enemies, and we consider the lives of some of the greatest Roman commanders of them all, together with suitable rules to represent them on the tabletop. 1 vol, 56 pgs
2016 UK, WARLORD GAMES
NEW-pb, available late October 2016 ......$28.00
discount: :10%rct

1-201041
Smith, Neil JASON AND THE ARGONAUTS - Myths and Legends V1
The voyage of Jason and the Argonauts and their hunt for the Golden Fleece is one of the most enduringly popular of all of the Ancient Greek heroic myths. Accepting the quest in order to regain his kingdom, Jason assembled a crew of legendary heroes, including Hercules, Orpheus, Atalanta, and the twins Castor and Polydeuces. With this band of warriors and demi-gods, Jason set sail in the Argo on a journey across the known world. During their quest, the Argonauts faced numerous challenges including the Harpies, the Clashing Rocks, the Sirens, Talos, the bronze giant, the sleepless dragon that guarded the fleece, and, of course, the fickle will of the gods of Olympus. Filled with magic, monsters, sword fights, and sacrifice, this ancient adventure story is given new life by Neil Smith who also examines its historical context, its classical sources and its enduring legacy. 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid March 2013 ......$18.00
discount: :15%

1-2023901
Sosinski, Konrad ARMIES: By Fire and Sword - Volume 1
The book introduces two new factions: the Royal City of Gdansk and the Duchy of Courland and Semigallia. Multinational army lists are another novelty and include units from two or even three different armies that enable you to surprise your opponents with an unexpected army composition. Also offers the possibility to field such commanders as Tugay-bey, Ivan Bohun, and r Hetman Jan Sobieski.

The book includes: 2 new army lists (Gdansk and Courland) for a total of three new skirmish forces and two new divisions; 19 new skirmish forces; 18 new divisions; 26 historical commanders; organizational structures of new regiments; and new units. 1 vol, 150 pgs
2016 POLAND, BY FIRE AND SWORD
NEW-pb ......$40.00rct

1-197290
Sowers, Lee COMBAT ACTION COMMAND: WWII Miniatures Rules for 10/12mm, 15mm, & 20mm
A clever set of rules written by Sowers, who adapted his modern version that taught tactics to Delta Force, NY City SWAT, and various army units into a WWII set of rules. Can be played with nail-biting gusto on a 4x6-foot table (or as small as a 2x2-foot table). Data cards carry all the necessary info -- newbies learn quick how to play, grognards use historical tactics to achieve victory. This is more simulation than game.

Most of all, YOU control the action. Forget dice- or card-controlled activations or IGo-UGo 'gotcha!' sequences. YOU and only YOU decide when to engage or retreat, when to open fire or lay low, and when to charge or maneuver. Of course, the enemy has the exact same control, so victory comes down to a battle of skill -- and knowing how to use the unique capabilities of your units.

* Geared for 15mm, but can use 10mm, 12mm, and 20mm figures - NO REBASING!* Each Team stand equals one troop squad or a single tank, vehicle, or gun -- play platoon to company sized battles with ease.* Asymmetric turn sequence with CAC interrupt allows you to size up the situation, seize initiative, and coordinate small unit attacks and defense.* Clever Data Cards for each unique Team account for training, morale, experience, and weaponry so you spend more time commanding, not stat counting!* Includes 24 Data Cards covering major US, German, and Soviet units, plus artillery, aircraft, AA, snipers, HQs, mortars, and specialty weapons like Molotov cocktails and sticky bombs.* Points system for tournaments and balanced scenarios.* Two 1944 scenarios included -- Saving Private Ryland (West Front) and Saving Feld Marshall Model (East Front).* Requires six-sided dice, twenty-sided dice, a scatter die, and ruler.* Full color, with detailed explanations of key concepts and necessary markers. Supplements with more data cards available.* Website support offers lots more scenarios, free data cards, other playing aid downloads, AARs, strategy tips, and an exchange of ideas with the designer via e-mail and blog.

1-197290B
Sowers, Lee COMBAT ACTION COMMAND: WWII Miniatures Rules for 10/12mm, 15mm, & 20mm and the 1944 Expansion pack Bundle
A clever set of rules written by Sowers, who adapted his modern version that taught tactics to Delta Force, NY City SWAT, and various army units into a WWII set of rules. Can be played with nail-biting gusto on a 4x6-foot table (or as small as a 2x2-foot table). Data cards carry all the necessary info -- newbies learn quick how to play, grognards use historical tactics to achieve victory. This is more simulation than game.

Most of all, YOU control the action. Forget dice- or card-controlled activations or IGo-UGo 'gotcha!' sequences. YOU and only YOU decide when to engage or retreat, when to open fire or lay low, and when to charge or maneuver. Of course, the enemy has the exact same control, so victory comes down to a battle of skill -- and knowing how to use the unique capabilities of your units.

* Geared for 15mm, but can use 10mm, 12mm, and 20mm figures - NO REBASING!* Each Team stand equals one troop squad or a single tank, vehicle, or gun -- play platoon to company sized battles with ease.* Asymmetric turn sequence with CAC interrupt allows you to size up the situation, seize initiative, and coordinate small unit attacks and defense.* Clever Data Cards for each unique Team account for training, morale, experience, and weaponry so you spend more time commanding, not stat counting!* Includes 24 Data Cards covering major US, German, and Soviet units, plus artillery, aircraft, AA, snipers, HQs, mortars, and specialty weapons like Molotov cocktails and sticky bombs.* Points system for tournaments and balanced scenarios.* Two 1944 scenarios included -- Saving Private Ryland (West Front) and Saving Feld Marshall Model (East Front).* Requires six-sided dice, twenty-sided dice, a scatter die, and ruler.* Full color, with detailed explanations of key concepts and necessary markers. Supplements with more data cards available.* Website support offers lots more scenarios, free data cards, other playing aid downloads, AARs, strategy tips, and an exchange of ideas with the designer via e-mail and blog.

1-197291
Sowers, Lee COMBAT ACTION COMMAND: 44 Late War Data Cards 1944-1945
Supplement to Combat Action Command rules provides 44 new data cards covering 1944-1945 tanks, vehicles, and troops AND Tournament rules. These clever cards do most of the work for the wargamer with training, morale, experience, and weaponry incorporated seamlessly into game play. Learn how to use one card and you learn them all. These 44 cards cover US, British, German, and Soviet tanks, guns, vehicles, and platoons. Cards include:

Take a walk in the sun with this new January 1944 Italy supplement to Combat Action Command containing eight new Data Cards and two new scenarios -- the Hermann Goring Panzer Grenadiers counterattack on the US 1st Special Services 'Devil's Brigade' Force in the village of Artena and Col. Darby's US Ranger assault on the Hermann Goring Panzer Grenadiers in the village of Cisterna. Also included are two new rules sections: Paratrooper Drops and Night Battles.

This supplement covers turning points in the war on the Eastern Front and includes 94 new Data Cards, allowing you to refight the battles for Stalingrad, Kursk, Demyansk, Kharkov (and counterattack), and other actions. Cards include Pz III, PzIV, T-34, and KV variations, Karl Morser, Grenadiers, Rifle Infantry, Guard Infantry, Aircraft, other AFVs unique to East Front, and more.

1-197294
Sowers, Lee COMBAT ACTION COMMAND: Pacific 1942-1943 -- Solomons Campaign
CAC Supplement contains 46 Data Cards plus some new rules, such as Banzai Attacks, Semper Fi, and Gung Ho, which are unique to the Pacific Theater during WWII. We chose the Solomons in 1942 because there were many interesting battles besides those on Guadalcanal, and because this period of the Pacific War is perhaps the most balanced portion of the entire conflict. We've also added in some additional special units that could have fought in the Solomons, such as the First Special Service Force and British M3 Tanks captured by the Japanese. They were available, could have been used and make the game much more interesting. Scenarios, support, and download extras are on-line. 1 vol, 44 pgs
2012 US, ON MILITARY MATTERS
NEW-softcover ......$29.00ommpu

1-212730
Sowers, Lee SKIRMISH ACTION: WWII Skirmish Miniature Rules
This set of WWII skirmish rules covers 1939-1945 with major unit Army Lists for German, US, Soviet, British, French, Polish, Italian, and Japanese forces, complete with point system for tournament games.

1-192889
Stanoch, John BLACK CROSS/BLUE SKY & LOST SQUADRONS
Take to the skies over southeast England during the turbulent Summer of 1940, as the outnumbered aircraft of the RAF fought a desperate struggle of survival against the onslaught of the near-invincible German Luftwaffe. Black Cross/Blue Sky is a historical wargame that allows players to assume the role of either a British or German pilot during the Battle of Britain.

The core game rules use a revised version of the revolutionary system that has been used in the historical miniatures gaming hobby for 15 years. Large games are limited only by the space provided by the players.

1-202650
Strangeway, Jake WHEN OLYMPUS TREMBLED: Command Decision
An overview history of Operations Marita, Merkur, and Herkules covering the invasions of Greece, Crete, and the proposed invasion of Malta. 10 historical battles for Command Decision presented as game battles - from the opening drive into Northern Greece to the air assault on Crete, to the fictional drive across Malta to the capital of Valletta.

TO&E charts for all Greek Divisions in the Greco-Italian War and Operation Marita including organizational and equipment changes. Corps and army level non-divisional units in the Greek Army: numbers, types and organizations including corps and army artillery, cavalry, engineer and AA units.

In 1941 the German Army launched the invasion of Greece and then later the airborne assault on Crete. The two operations were both planned and executed quickly, and with almost disastrous results. The fighting on Crete was vicious, and the casualties among the German forces so great that it caused the cancellation of the last of the above operations - the invasion of Malta.

Unlike the invasion of Crete, which was rushed and undertaken against numerically superior Allied forces, the invasion of Malta was very well planned, and would have been done with overwhelming numbers. It is indeed fortunate for the Allied war effort that the operation was canceled. 1 vol, 78 pgs
2013 US, TEST OF BATTLE GAMES
NEW-softcover ......$26.00

1-73647
Strangeway, Jake IN THE CLUTCHES OF EAGLES:Fallschirmjager 1939-45
An overview history of the Fallschirmjager along with detailed divisional O/B's for 1941, 1942 and as they expanded 1943. 10 historical battles from Holland to Normandy. Maps, o/b's, scenario notes. 1 vol, 68 pgs
2009 US, TEST OF BATTLE GAMES
NEW-softcover ......$22.00

1-201080
Surdu, Buck FATE OF BATTLE: Look Sarge No Charts Napoleonics
Fate of Battle grew from the immensely popular and clever Look, Sarge, No Charts: WWII system. These rules are designed to replicate large battles in the Napoleonic Wars (and other horse-and-musket periods). In order to facilitate this span of control, streamlined mechanics remove the charts so players can fight the battle, not the rules.

Each player controls a division, with the basic unit the battalion. Rules goals: Making large formations do what you want is hard, realism is gained through simple mechanics, lack of predictability will stress the players' decision making, and keep skirmish modifiers out of the tactical game.

1-210770
Surdu, Buck COMBAT PATROL SET: WWII Rules
Includes two player decks and one activation deck.

Combat Patrol features the G.A.M.E.R. engine. G.A.M.E.R. (Guts, Accuracy, Melee, Endurance, Reaction) is a unique skirmish system in which cards are used not just for activation, but for all aspects of combat resolution and melee. No dice are used to resolve combat. Over three years were spent in development. The result is a system that flows smoothly and supports many-player gamers. Player deck cards record stats and situation. 1 vol, 52 pgs
2016 US, ON MILITARY MATTERS
NEW-dj ......$42.00rct

* Concise introduction to the Peninsular War with chronology to place the scenarios in context * 20 carefully devised scenarios of varying size and complexity. * A wargamer-friendly map, showing players where to place terrain, buildings and other features that had an impact on the battlefield. It will also show initial dispositions (historical) and mark the point of entrance (or exit) of units during the battle. * Briefing notes on the context of the battle and the dilemmas and objectives facing each commander. * Orders of battle for each side and any other information required to set up. * Clear win/lose/draw conditions. * 40 color illustrations, plus maps and b/w plates 1 vol, 192 pgs
2012
NEW-softcover ......$25.00
discount: :15%

1-207921
Tassano, Mike LARGER THAN LIFE: ACTION! A Scenario Book for Larger Than Life
In Larger Than Life - Directors Cut you learned that it all boils down to the Story and we gave you the tools to create them. In Action we've taken it a step farther; now we've given you three full blown adventures. Each Story comes complete with pre-generated Stars, Co-Stars, Big Bads, and more, but they will work just as well with your own cast.

STORY #1 - You're 'Duke' Clayton, world traveling adventurer, and you're girlfriend Leilani, has been kidnapped by a power crazed villain - and what about Hooni, the Great Squid God?

STORY #2 - You're the Gray Raven - a Vigilante whose current case involves stolen artifacts and murders - not one, but many. You'll be required to bring your best as you travel south to a Hidden Valley deep in the Peruvian jungle.

STORY #3 - It's Germany 1935 and there's been a scientist kidnapped. In our 3rd adventure we've given you a classic pre-World War II spy story with a couple of twists.

Inside you'll find:* Three pre-generated Stars that can also be used in your other games.* New Attributes to further expand your selection of Stars, Co-Stars, and Big Bads.* New Big Bads and more Minions. * New Professions. * A whole stable of re-usable Grunts. * A variety of locations that take you around the world and can also be used again and again. 1 vol, 60 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover, available mid May 2015 ......$15.00

2-66990
Taylor, Shawn GREAT WAR SPEARHEAD Version 2 - Rules and Organizations for Division and Corps level gaming from 1900 to 1920s.
The second version of Great War Spearhead has now been published. You can order your copy here. GWSH II includes all of the relevant rules from Spearhead, as well as updates that have been discussed and agreed on the GWSH Yahoo Group. There are several new scenarios and TO&Es, along with a summary of rules by year and theater.

There are no fundamental changes to the mechanics of the game. All of your GWSH stands, terrain, buildings and templates can be re-used without any modifications. 1 vol, 142 pgs
2013 CANADA, SHAWN TAYLOR
NEW-softcover ......$35.00

1-66991
Taylor, Shawn MARCHING TO WAR: GREAT WAR SPEARHEAD Scenario Book
First supplement book for Great War Spearhead II. Contains 16 scenarios across the fields of France and Belgium in August 1914. Actions include the Battles of Mulhouse and Morhange, Haelen, Mont Saint Andre, Rossignal, Neufchateau, Virton, Mons, and Le Cateau. 1 vol, 42 pgs
2015 CANADA, SHAWN TAYLOR
NEW-softcover ......$20.00rct

1-66992
Taylor, Shawn MIRACLE OF THE MARNE: GREAT WAR SPEARHEAD Scenario Book
This scenario book takes you through one of the pivotal battles of World War One, the massive 1st Battle of the Marne. Re-fight the historical actions that saw the German army finally repelled just miles from Paris in September 1914. 1 vol, 40 pgs
2015 CANADA, SHAWN TAYLOR
NEW-softcover, available mid November 2015 ......$20.00rct

1-66993
Taylor, Shawn SUMMER HARVEST: Great War Spearhead Scenario Book
Great War Spearhead II scenario book depicting the battles fought in Serbia and Galicia during August 1914. Follow the Austrian-Hungarian army through Serbia and Galicia during the opening stages of WWI. Twenty-one scenarios. 1 vol, 68 pgs
2016 CANADA, SHAWN TAYLOR
NEW-pb, available mid July 2016 ......$23.00rct

1-207330
Teixeira, Ed LONG RIFLE: Man to Man Skirmish on the American Frontier
Long Rifle is the black powder period immersion game centered on the French and Indian War. Your role is to gain fame and fortune while leading a small band of men through encounters and adventures. You will gain fortune by hunting and trapping wild animals and fame based on your exploits and success. During your adventures you will meet friends and confront enemies. You start out independent not taking sides in the conflict but staying that way may be a challenge.

Long Rifle is compatible with Muskets and Mohawks, the unit based game of the French and Indian War. When combined think of them as the movie, Last of the Mohicans. For the large battle in the field where the Indians ambush the British you would use Muskets and Mohawks. For the smaller actions such as the ending of the movie Long Rifle is perfect. Both sets may be used for the American Revolution, the Napoleonic Wars and any other period that used black powder.

An immersion game is one where the players take the role of individual characters trying to gain experience and rewards that will allow them to grow in abilities. Although immersion games share some common elements with Role-Playing Games (RPGs) there is a dramatic difference -- in an immersion game you have a combat system that can be used alone to recreate small skirmishes in a realistic manner. 1 vol, 82 pgs
2011 US, TWO HOUR WARGAMING
NEW-softcover ......$15.00

1-202910
Teixeria, Ed NUTS! - Final Edition
A light machine gun has part of your squad pinned down. Two of your men are wounded and screaming for help while one of your guys is 'hunkered down' behind that wall and isn't moving anytime soon. All hell's breaking loose and everyone is looking to you for the answer. Right about now you're wondering what the heck you've gotten yourself into?

Welcome to the world of NUTS!

NUTS! starts off in Europe '44 and is the first volume from Two Hour Wargames that will cover World War 2 in its entirety. All the countries, all the weapons, and all the theaters will be covered in subsequent volumes and free supplements.

NUTS! is different from other rules sets because we've developed NUTS! to be played solo or with all the players on the same side. Other games may say that but this game was made with this in mind yet still retains the ability to be played head to head. Now you can play with your friends and not against them! That is, unless you want to.

NUTS! generates your scenarios and provides a seamless campaign system that allows you to link them together where the results of one affects the results of the other. 1 vol, 84 pgs
2016 US, OMM PUBLISHING
NEW-softcover ......$25.00rct

1-206620
Teixeria, Ed HELL HATH NO FURY: Tank to Tank Combat
What: Tank specific wargame/RPG rules for World War II. Scale: Tank on tank combat. 1 model/figure equals 1 vehicle.Your Role: Players can command from one tank up to a company of tanks.Playability: Designed for solo, same side and head to head play.

Hell Hath No Fury can be played in a variety of ways: You can play as a Tank Commander with one tank, You can play as a Platoon Leader with a platoon of 3 - 5 tanks, You can play as a Company Commander with 2 or more platoons, You can play one-off battles, You can play a full campaign with up to ten scenarios. The bottom line is you can play it any way you like, with any models or counters you like.

Inside you'll find: Rules for tank to tank combat with stats and counters for a variety of American and German vehicles, Ten scenarios covering the period from D-Day to the fall of Berlin, Fully compatible with NUTS, our WW2 game, A minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next. 1 vol, 46 pgs
2014 US, TWO HOUR WARGAMING
NEW-softcover ......$15.00

1-207490
Teixeria, Ed 5150: Star Army
Rules for Sci Fi squad/platoon size combat. Scale is man to man combat, with 1 figure equal to 1 man and 1 model equal to 1 vehicle. Designed for solo, same side, and head to head play.

Players can command from one squad to a platoon of infantry or from one platoon to a company of armored vehicles, both Basic (Human) and Alien.

Rules include infantry and BUG combat with nine different factions; Vehicle combat with stats for over four different factions; Artillery Strikes, Snipers, Mines, Bombing Runs, and more; 10 unique attributes that make your squad members unique; and Minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next. 1 vol, 104 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover ......$20.00

1-207500
Teixeria, Ed 5150: Battalion Commander
In 5150 Battalion Commander you're in control of a battalion. Three companies!

Rules for infantry, mechs, vehicles and aircraft on a larger scale; A pre-generated mini-campaign linking your Missions, yet still allowing you to play one-off battles when desired; Complete campaign system that rewards your successes and punishes your failures; New Aliens to fight, plus the old Hishen and Bug standbys; Increased gaming scale where each squad consists of two stands allowing for bigger games, while maintaining the realistic feel of men under fire found in 5150 Star Army.

Battalion Commander can be played solo or same-side, against the game mechanics or head-to-head against your friends. 1 vol, 89 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover ......$20.00

1-207910
Teixeria, Ed MISSION St. MARY
Lemuria - old when Eden was young, this primal land of adventure beckons you. Ancient kingdoms and European powers vie for control of the land and its peoples. Lemuria is a lush land, yet unforgivingly harsh at times, filled with riches beyond belief. Opportunities for Fame and Fortune present itself at every turn; but will you be brave enough to seize them?

Nobelongga is the eastern gateway to Lemuria. Located on the opposite side of the island continent, away from the civilized side, Nobelongga allows all to enter the continent through Mission St. Mary. Mission St. Mary is the largest Treaty Port on the east coast. It is a town where the European nations have their embassies and conduct trade; all under the watchful eyes and tacit approval of the local Nobelongga tribes.

Mission St. Mary is a stand-alone game that is compatible with Larger Than Life - Director's Cut, our Pulp Adventures game. It's an adventure game for use in the Victorian Era (Steam Punk and Colonials) as well as for Pulps. Players can be an explorer, soldier, native, caveman, or even a dinosaur. Inside you'll find:

* Lists for generating 15 different types of characters for you to use. From Adventurers to Steam Punks, with Cavemen, Cultists, Dinosaurs and much more in between.* Over 18 Attributes that you can mix and match to make your characters unique.* A system that allows your characters to increase in skills and abilities when they succeed, but force them into retirement when they fail.* A complete country to adventure in that includes a civilized town, a Lost World, jungles to explore, and rivers to navigate.* Over 20 Professions to enhance your characters and those you encounter.* Mechanics that allow Mission St. Mary to be played solo or cooperatively against the game, as well as head to head versus your friends.* Ten different scenarios that can be played over and over with no two ever being the same. 1 vol, 60 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover, available late March 2015 ......$20.00

1-207920
Teixeria, Ed LARGER THAN LIFE: Director's Cut
Larger Than Life - Directors Cut, can be likened to an action movie where your Hero moves from Scene to Scene trying to succeed in his adventure. What needs to be done? How do you do it? Who's in peril? Who's behind all this? All these things and more are generated for you by the easy to use game mechanics. Inside Larger Than Life - Director's Cut you'll find:

* A variety of characters for you to play with and against. Stars, Co-Stars, Love Interests, Femme Fatales, and of course, the villains - we call them the Big Bads.* Over 35 Attributes that you can mix and match to make your characters unique. * A system that allows your characters to increase in skills and abilities when they succeed, but force them into 'retirement' when they fail.* An easy to use mechanic that will generate and solve Clues, during each Story, based on your characters abilities. Solve the Clues and you make it to the Final Scene.* Nine different villains to fight, from Mob Bosses to Cavemen, and everything in between. * Four different Locales to adventure in. From the back alleys of a large Metropolis, to the villages in a Lost World, your Hero can travel from place to place, all generated by the game mechanics.* Over 50 Professions to create Victims, Suspects, and People of Interest and enrich your Story.* Mechanics that generate hundreds of possible adventures, with no two ever being alike.* Playable solo, cooperatively, or head to head. 1 vol, 102 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover, available late March 2015 ......$20.00

1-208450
Teixeria, Ed MORALE NAPOLEON: Grand Tactical Rules for the Napoleonic Wars
In Morale Napoleon, once you have sent your troops into action, it is out of your control, just like in real life. Did you plan well? Is your deployment correct? Will you know when the moment is right to launch the reserve? Do you have what it takes to be in command?

* Regimental size formations that allow you to easily command a Corp or more.* Mechanics that provide a fun game with realistic conclusions.* Army lists for over 20 of the nations that fought in the Napoleonic Wars - from the major players to their smaller allies.* Reinforcement tables that reflect Napoleon's dictum of march divided, fight united.* Complete rules that allow you to play solo or cooperatively against the game as well as competitively, head to head. * A light book keeping Campaign System that ties your battles together while giving you a reason to fight and telling you when all is lost. 1 vol, 82 pgs
2016 US, OMM PUBLISHING
NEW-softcover ......$20.00

1-209730
Teixeria, Ed 5150: NO QUARTER - Mecha Combat
What: Mech-specific sci-fi military combat.Scale: Mech on Mech combat. One model equals one Mech.Your Role: Players can command from one Mech up to ten or more.

Playability: Designed for solo, same side, and head-to-head play with any minis or counters you may already have.

5150: No Quarter Can Be Played in a Variety of Ways: You can play as a Mech Pilot with one Mech. You can play as a Team Leader with three Mechs. You can play as a Squad Leader with six Mechs. You can even play as a Company Commander with 24 Mechs. You can play one-off battles. You can play a full campaign with up to ten scenarios.

The bottom line is you can play it any way you like, with any models or counters you like.

Inside, You'll Find: Rules for Mech-to-Mech combat with pre-generated Mechs and covering five different races and factions. An easy-to-use system for designing your own Mechs. Ten linked scenarios that form a pre-generated campaign for you to play. Fully compatible with Star Army and other 5150 games. A minimal-bookkeeping campaign system that gives meaning to every game, as the results of one will affect the outcome of the next. 1 vol, 66 pgs
2015 US, TWO HOUR WARGAMING
NEW-softcover ......$25.00rct

1-210330
Teixeria, Ed 5150: LIFE ON THE EDGE
5150: Fringe Space is about living life on the edge. Sometimes that means salvaging space wrecks, hunting space pirates, or hauling cargo and passengers from one world to the next. But it also means carousing in a city, rescuing crewmembers from alien abductors, and fistfights in a low-end bar.

5150: Fringe Space is a RPG Lite game that can also be played as a man-to-man or ship-to-ship combat game. Inside you'll find:

* A variety of Classes, Attributes, Professions, and Alien Races to make your characters unique.* Man-to-man combat rules for when you're on a planet.* Ship-to-ship combat rules for when you're out in space.* Rules for character improvement that rewards you when you succeed and brings you down when you don't.* Light bookkeeping campaign and economic systems that enhance the game instead of bogging it down.* Color paper character and spaceship counters.* And much more.

5150: Fringe Space is designed to be played solo or same side against the game mechanics, but also works just as well when played head-to-head against your friends. Playable with any figures you may already have or just with the paper counters we've included. Play it any way you want, just play it! 1 vol, 66 pgs
2016 US, OMM PUBLISHING
NEW-softcover, available late January 2016 ......$25.00rct

1-198570
Thomas, Neil WARGAMING NINETEENTH CENTURY EUROPE 1815-1878
A set of simple, fast-playing rules for wargaming the conflicts that re-shaped Europe in the period 1815-78. This important, yet often-neglected period includes the Crimean War, the Italian Risorgimento, the wars of Bismarck's Prussia against Denmark, Austro-Hungary and France and the Russo-Turkish war. Tactically it saw armies struggle to adapt Napoleonic doctrines to incorporate important technological advances such as breech-loading rifles, steel breech-loading cannon and the first machine guns.

The book includes brief analysis of the essential strategic and tactical military developments of the period, a set of elegantly simple rules which are fast-playing and easy to learn, yet deliver realistic outcomes. A selection of generic scenarios, covering diverse situations such as flank attacks, pitched battles and meeting engagements, is supported by army lists for 28 different armies.

There are also 12 historical scenarios, ranging from the Battle of the Alma in the Crimean War to Sedan in 1870, the decisive battle of the Franco-Prussian War, each with historical background, deployment map, orders of battle and any special rules for that engagement. Useful appendices include a guide to further reading, an overview and price guide to the many scales and ranges of figures available, and a selection of useful addresses for the gamer. 1 vol, 208 pgs
2012 UK, PEN & SWORD
NEW-dj ......$40.00
discount: :15%

1-205880
Thomas, Neil ONE-HOUR WARGAMES: Practical Tabletop Battles for Those with Limited Time and Space
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game.

In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don't even have to take too much time thinking up a stimulating tactical situation and objectives.

All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games. 1 vol, 176 pgs
2014 UK, PEN & SWORD
NEW-softcover ......$20.00
discount: :15%

1-199413
Thorton, Jake BOLT ACTION: Armies of Great Britain
With this latest supplement for Bolt Action, players can now build an army for Great Britain and the Commonwealth. From early campaigns in Europe to the deserts of North Africa and the jungles of the Far East, British forces faced the Axis threat. The army lists presented here have all the information needed to field such elite units as the Paras, Commandos, Chindits and SAS alongside the steadfast 'Tommy' 1 vol, 80 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00
discount: :15%

1-211990
Tim Gow and Bertrand Plastique LITTLE COLD WARS: Wargaming the Cold War Using Toy Soldiers
Book recreates battles from the era of the Cold War. Based on the original ideas of H.G. Wells, this book brings the original toy soldier rules up to date to recreate wars from the time of the Cold War onto the wargamer's table top or preferably, his lawn.

The rules grasp the essentials of Cold War combat; movement, close assault, direct fire, artillery and air support. They also include additional rules to cover the complexities of engineering, smoke and the wider air battle. They do so in a style reminiscent of Little Wars, just with tanks and aircraft. The book includes a full points system as well as sample army lists from Britain to Yugoslavia.

For those seeking greater complexity, there are optional rules to cover special forces, large battles, night fighting, and hidden movement. There are also five sample scenarios to help the new Cold War warrior get started. These rules are straightforward, but comprehensive toy soldier rules that allow the wargamer to experience the battles, actual and potential, from those days. 1 vol, 124 pgs
2012 UK, JOHN CURRY EVENTS
NEW-pb, available late July 2016 ......$20.00rct

1-193120
Torriani, Massimo Operation World War II: Skirmish Wargame Rules for 20-28mm Figures
Inside this book you'll find all the rules you need to simulate a battle set in the Second World War at a scale of single man and single vehicle. The book also contains specific tables for the weapons used by each army, but, thanks to the Summary Tables that are also included, they are easy and fast to use.

The game also uses a unique and innovative system based on Order Cards to represent simultaneous actions and which will allow you to interrupt or anticipate the enemy's moves. You can recreate battles with an historical background or play through the sort of missions that were common in the Second World War: occupying a town, breaking through enemy lines, taking a bridge, capturing a fuel dump - these will be your main objectives...

This game has been translated into four languages and developed after six years of playtesting all over the world, and Operation World War Two now represents the new dimension of three-dimensional wargaming, where realism and simplicity have finally found the right balance. A unique experience based on a surprisingly immediate game system.

1-194550
Torriani, Massimo OPERATION SQUAD: World War II Rules
You can simulate heroic infantry battles set in WWII thanks to this simple and intuitive game system. Each weapon has been classified and given a points value so as to offer a gaming experience that is both balanced and historically accurate. Tables have been reduced to a minimum and the whole system is based on the addition and subtraction of six-sided dice.

Inside you'll also find five standard scenarios that represent typical missions: Recon, Occupation, Conquest, Saving Wounded Companions, and Recovering Top-Secret Documents. Army lists cover Americans, British, Russians, and Germans. From the Red Devils to the Fallschirmjager, from the Rangers to the Commandos, you'll find a total of 12 armies inside. Lots of variety to provide you with hours of fun. 1 vol, 46 pgs
2011 ITALY, MASSIMO
NEW-softcover ......$32.00
discount: :10%

1-194551
Torriani, Massimo OPERATION SQUAD: Vehicles Supplement
Contains rules for using vehicles in Operation Squad rule set and includes rules for over 40 different vehicles and points costs for adding them to your existing army. 1 vol, 43 pgs
2011 ITALY, MASSIMO
NEW-softcover, available late September 2011 ......$32.00
discount: :10%

1-194552
Torriani, Massimo OPERATION SQUAD: Reinforcements
This supplement contains details on new support sections and their weapons as well as many new squads to use in the 5 exciting scenarios which have been especially designed to let you play the game on bigger tables.

From Russian Penal Squads (Shtrafniye Roti) to the infamous Hitlerjugend Volunteers (the defenders of Berlin), from American Recon squads (in jeeps) to British Scout squads (and their Universal Carriers)... your games will never be the same again.

You will need to have Operation Squad WWII and a copy of Vehicles! to use this supplement.

This book includes: -

* New rules for Mortar and Machine Gun Sections* 5 new scenarios all designed for playing on bigger tables* New Characteristics* Card Weapon references* New vehicles - including the Churchill & Kettenkrad* 17 New Units - including Soviet Naval Brigade, Royal Marine Commandos & Waffen SS 1 vol, 50 pgs
2012 ITALY, MASSIMO
NEW-softcover, available late February 2012 ......$32.00
discount: :10%

1-191970
Treadway, John and Lambshead, John HAMMER'S SLAMMERS:The Crucible
The definitive guide to wargaming the characters and actions in David Drake's Hammer's Slammers books.

Fully approved by David Drake Contains a unique Slammers story introduction by David Drake Character History and Background Vehicle and Weapon Designs and Technical Specifications Full Profiles of the Slammers, other mercenary units and aliens. Easy to Play Rules and Scenarios Unit Cards Painting Guide by Kevin Dallimore

1-49480
Tulk, S. and McGill, P. POLEAXED:Wargame System for the 15th Century Wars
This system can be used for 6mm/15mm/25mm figures, and represents warfare in Western Europe during the 15th century, prime aim to 'wargame' large battles with a clear result, Lance/Longbow Society 1 vol, 56 pgs
2001 UK, FREEZY WATER PUBL'ING
NEW-softcover, 2nd edition ......$12.00

1-209820
Turner, Wayne GREAT WAR: World War One Battles of 1918
1918 saw great changes in the warfare of the Western Front. Russia pulled out of the war, freeing thousands more German troops to push the Allies back huge distances. The Allied counteroffensives, with the new tanks, evolving tactics, and the arrival of the Americans, forced the Germans back towards their own borders and defeat.

Last year Battlefront marked the centenary of the start of World War One by releasing a set of rules for British and German forces, with issue # 324 of Wargames Illustrated. Now those rules have been expanded to a 72-page book, including the Americans and French. 1 vol, 72 pgs
2013 UK, BATTLEFRONT USA
NEW-softcover, available late October 2015 ......$20.00rct

* Setting the Standard: Early incarnation of the Scots Greys and their reputation making efforts at Blenheim.* 'Thin Red Streak (Line)' : Gaming their famous action at Balaklava* Dark Sullen Mystery: US Marines in WWI* Devil's Birthday Party: WWII Arnhem

SOLDIERS OF THE EMPRESS: 12th C army for MatildaTHE LAST CRUSADE: 14th C Lithuania vs. Teutonic KnightsCHASING THE DRAGON: Second Opium War in 19th C ChinaCHASTISEMENT OF THE UTMAN KHELS: 19th C British vs. AfghansVICTORIA'S SOLDIERS: Queen Victoria's army uniforms and equipment

Other Articles:

UP THE BEACHES: How to Paint Marine AmtanksTHE MEN WHO WOULD BE KING: Upcoming game from OspreyRULES SHOWCASE SHARP PRACTICE: Revamped rulesBUILDING OLD WORLDS: Creation of his Salute 2016 boards for Infamy MiniaturesSO YOU WANT TO BE A SUCCESSFUL CRUSADER? Playing rules Soldiers of GodTACTICA 2016: Recap of show in Hamburg, GermanyRULES SHOWCASE: LIVING ON THE FRONTLINE: New skirmish rules themed around the Winter of '79 settingTHE ESSEX GAMESTERS VIETNAM TABLE: Their Salute 2016 game.A TOUR OF THE NEW BATTLEFRONT FACTORY: Battlefront Malaysia Team tours new factoryCLUB FOCUS: THE WB3D GAMERS: Club in Whitley Bay, EnglandWACHT AM RHEIN: FOW Battle of the Bulge supplement 1 vol, 108 pgs
2016 UK, BATTLEFRONT
NEW-pb ......$8.50rct

1-908346
various WARGAMES ILLUSTRATED: Issue # 346
THEME: IF YOU CAN KEEP YOUR HEAD: Blunders Through the Ages

* MAKING A GAME OUT OF A MISTAKE: Anglo-Zulu War * DOH! : Wargaming various styles of 'blunder' on the tabletop* BETWEEN THE JAWS OF HYENAS: Adwa 1896* BLUNDERING TO GLORY: Ideas dealing with 'blunders' within rules systems* WHITE RUSSIA: Battles in the snow

OTHER ARTICLES:

* FIGURE SPOTLIGHT: WARLORD GAMES PLASTIC FALLSCHIRMJAGER* BOLT ACTION: BIG BATTLES: How to 'go large' with WWII rules* TWO BATTLES, TWO LANDMARKS: Creation of two key buildings* HOW TO MAKE A NORTH AMERICAN COVERED BRIDGE * SHOW REPORT: PARTIZAN 2016* BATTLE OF RAMILLIES: Wargaming the battle* JANE AUSTEN, ZOMBIE KILLER: Georgian zombie hunting, anyone?* POSEIDON'S WARRIORS: Designer Notes for this set of ancient naval warfare rules* FLAMES OF WAR AND THE WORLD WIDE WEB: Web sites supporting the rules* GRIMSBY WARGAMES CLUB: Club Focus* FIGHTING TALK: THE RIGHT STUFF: Do we have the right to demand that others have the 'right stuff'? 1 vol, 108 pgs
2016 UK, BATTLEFRONT
NEW-pb ......$9.00rct

* A Nasty Encounter: Fourth installment of fighting the Great Patriotic War * Wargamer's Rut: Dealing with lead and plastic mountains * Lights, Camera - Action! Flm maker Joseph Piddington and his documentary about wargaming* Marche ou Creve: A game for Crisis 2015 in Antwerp* Grenouisse At Bay (Part 2): An imagi-nations campaign* Broadside 2016 and Bovington 2016: Show reports* Web research into the English Civil War* Forward Observer and Fantasy Facts: New Products* How to Build a House* Wargaming My Way: A different wargamer every month talking about the hobby* In Hex Encounter: Boardgame news, including missions deep into North Vietnam 1 vol, 96 pgs
2016 UK, WARNER PUBLICATIONS
NEW-pb ......$9.50rct

1-201030
Viverito, Phillip PIKE HACK - Rules for the English Civil Wars
The latest in the Hack series of rules covers the ECW. Uses d10 for combat and morale and no need to rebase figures. Includes 8-page center color section with play examples, army lists, and pull out Quick Reference Sheet on cardstock. Unit is regiment, usually 12 figures per infantry regt and six to 10 for cavalry. Clever pike and musket interaction. Artillery appropriately restrictive. 1 vol, 46 pgs
2013 US, ON MILITARY MATTERS
NEW-softcover ......$25.00ommpu

1-191980
Weigle, Bruce 1866 Austro-Prussian War
8.5x11, full color throughout, It covers the Austro-Prussian War in Bohemia, the German War by Prussian and its allied contingents against Austria's Federal German allies, and Italy's third War of Independence against Austria in northern Italy.

Designed for fast, accurate resolution of battles with minimal tables (3) and modifiers. Options have been kept to a minimum in the interests of completing a reasonably faithful recreation of a large battle in an afternoon.

Includes three different scales, for large battles at the grand tactical level (several corps per side), and small-scale engagements down to regimental level. Streamlined turn sequence; simple, proven command and control system; straightforward combat resolution.

1-207570
Wesencraft, Charlie CHARLIE WESENCRAFT'S SEVEN STEPS TO FREEDOM: Wargaming the French and Indian War and the American War of Independence
Charlie Wesencraft is one the key early wargamers who through their enthusiasm, knowledge and writing helped turn miniature wargaming into a worldwide hobby. This new book is about how to wargame the French-Indian War and the American War of Independence.

The book analyses both wars and describes them battle by battle. Each description is accompanied by a map and notes on how each encounter can be represented on the wargaming table top. The book also includes some of his previously unpublished wargaming rules which are a development of his system from his earlier two wargaming books. This is his first new wargaming book in just under 40 years. The foreword is by Henry Hyde, editor of Miniature Wargames. 1 vol, 188 pgs
2014 UK, JOHN CURRY EVENTS
NEW-softcover, available mid February 2015 ......$24.00

1-212330
Wilde, Brian HOSTILE AIRCRAFT: WWI Air Combat Rules
Hostile Aircraft is a fast-paced simulation of 3-D aerial combat from 1915 - 1920 for any number of players. The game set includes rules, control sheets, 2 model aeroplanes, and fully adjustable flight stands which show altitude and rotate 360-degrees on 2 axes to indicate when planes bank, climb, dive, loop, or barrel roll.

Game statistics for 306 aircraft are included. All fronts of the Great War are included, as well as the Russian Revolutions, the Battle on the Baltic, and the Polish-Russian War. Players typically command 1-3 aeroplanes.

These are original 1996 sets found in a warehouse. 1 vol, 98 pgs
1996 US, GOBLINTOOTH ENTERPRISES
NEW-pb, original 1996 boxed set ......$38.00rct

1-212331
Wilde, Brian HOSTILE AIRCRAFT: Offensive Patrol
The Offensive Patrol supplement contains 101 historical scenarios that can be used with any rules system. Recreate challenging battles from 1915 - 1920, covering all fronts of the Great War as well as post-Armistice fighting. The rise and fall of the top aces from all nations are included. Balloon busting, anti-aircraft fire, bombing raids, reconnaissance missions, and artillery spotting are all covered.

These are original 1996 sets found in a warehouse. 1 vol, 96 pgs
1996 US, GOBLINTOOTH ENTERPRISES
NEW-pb, original 1996 edition ......$20.00rct

1-212332
Wilde, Brian HOSTILE AIRCRAFT: Squadron Record Book
The Squadron Record Book includes pre-printed Aeroplane Control Sheets for over 100 different aeroplane types. This is a supplement to Hostile Aircraft.

These are original 1996 sets found in a warehouse. 1 vol, 110 pgs
1996 US, GOBLINTOOTH ENTERPRISES
NEW-pb, original 1996 edition ......$20.00rct

The Basic Rules introduce new players to the game for quick and easy mayhem. The Advanced Rules bring in many tactical options with a wide range of troop qualities, armored scuba suits, sea sleds, and more; plus dangerous sea creatures including many species of sharks, as well as octopi, eels, rays, sea snakes, jellyfish, trained war dolphins, and more! The Expert Rules add realistic movement options for using weight belts and buoyancy vests -- just watch out for the bends. Rules: $14.00

Special Offer: All packs of miniatures and stands (not rules) are 10% off -- put '10% Off Thunderball' in Comment field if ordering online.

Miniatures are 1/72 scale.

DIVERS - Each pack of divers includes two different poses and a mix of frogmen and frogwomen, unless otherwise noted.

1-212811
Winfree, Dave COLORFUL SKIES 1: 1916-1917 Scenarios
This is a third-party expansion that brings the air combat action of Check Your 6! to the skies of Word War I. The book contains supplementary rules to convert the CY6! mechanics for play in the WWI era. Included are over 70 historical scenarios presented in the CY6! format. Stats and maneuver sheets for 78 British, French, and German aircraft are also provided. 1 vol, 0 pgs
2016 US, I-94 ENTERPRISES
NEW-pb, available late November 2016 ......$25.00rct

1-212812
Winfree, Dave COLORFUL SKIES 2: 1918 Scenarios
This is a third-party expansion that brings the air combat action of Check Your 6! to the skies of Word War I. The book contains supplementary rules to convert the CY6! mechanics for play in the WWI era. Included are over 70 historical scenarios presented in the CY6! format. Stats and maneuver sheets for British, French, and German aircraft are also provided. 1 vol, 0 pgs
2016 US, I-94 ENTERPRISES
NEW-pb, available late November 2016 ......$25.00rct

1-65725
Winter, Steve INTO THE BLUE:The Desert Campaign in World War Two
8x11, a supplement for the KAMPGRUPPE series of rules; introduces new rules for the North African Campaign; play aids, organization for the British,Germans and Italians, scenarios 1 vol, 46 pgs
2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$12.00ommpu

1-74390
Winter, Steve RATTENKRIEG:Urban Combat in WWII
'Rattenkrieg' designed as a stand alone game system that allows players to recreate fighting in built up areas during the Second World War. However, because it is based on the popular, tried and tested 'Kampfgruppe' series it is also compatible with the rest of Dropwing's World War Two titles, allowing scenarios of infinite variety to be created.

Urban fighting is held by many to be one of the most challenging aspects of modern warfare and this is equally reflected by the challenge of representing such combat on the war games table. This volume enables various types of infantry and vehicles to test their mettle against some of the unique situations to be encountered whilst fighting in built up areas.

Some of the most significant battles of the Second World War were fought in urban surroundings, such as Berlin, the Warsaw Uprising and perhaps most notably Stalingrad. However, it should also be remembered that, in addition to such epic and historically significant encounters, countless smaller actions took place within the towns and villages along the paths of advance made at all stages of the war. The prime purpose of 'Rattenkrieg' is to enable this style of combat, along with its unique atmosphere and challenges, to be recreated on the tabletop.

Special procedures are presented to incorporate sniper duels, sewer fighters and tank hunting teams, in addition to more mainstream combatants. Ready reference sheets are printed on facing pages and due to the comb binding the book can be opened flat to speed up play by having all of the main procedures available at a glance.

'Rattenkrieg' also includes a scenario based on an historical event, which can be used to introduce new players to the game as well as form a basis for experiment with various aspects of the game.

1-201081
Wood, David amd Surdu, Buck FATE OF BATTLE: The Last Days of the First Empire - Napoleon's 1814 Campaign
Napoleon's campaign of 1814 is not well known, often treated as a footnote between Leipzig and Waterloo. Frequently, authors make general statements about the Emperor once again displaying the brilliance of young Napoleon but being defeated by overwhelming numerical superiority. This book provides play-tested scenarios to allow players to recreate theimportant battles of this campaign.

The scenarios in this book are suitable for use with any Napoleonic miniatures rules. Each battle includes a brief description of the battle, order of battle, full color map, special scenario rules, and victory conditions. Battles can be played separately or as part of a campaign, in which the results of one battle have an impact on forces present in following battle. 1 vol, 68 pgs
2014 US, ON MILITARY MATTERS
NEW-softcover ......$29.00ommpu

1-202630
Woodfield, Craig RONIN: Skirmish Wargames in the Age of the Samurai
Set in an age of feuding samurai, wandering swordsmen and fearless warrior monks, Ronin is a skirmish wargame that captures the flavour and excitement of such Akira Kurosawa films as Seven Samurai and Yojimbo. Whether they prefer the loyal samurai retainers of a feudal lord or a horde of desperate bandits, players choose from one of several factions and build forces to battle for dominance and survival in 16th-century Japan. They may also recruit swords-for-hire to supplement their forces - masterless ronin, martial arts masters and secretive ninja will lend their skills to any commander who can afford them.

A full points system, incorporating a wide range of equipment and skills, allows for detailed customization of characters, while scenarios and a campaign system permit them to gain experience and develop over time. The fast-paced rules simulate the cut and thrust of hand-to-hand combat and require the player to make tactical decisions in the middle of a fight, immersing them in an era of war. 1 vol, 0 pgs
2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%

1-210290
Woodfield, Craig EN GARDE! Swashbuckling Skirmish Wargames Rules
En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honor or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight - offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th, and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome.

Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates, and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time.

An appendix is also included to provide brief rules for supernatural creatures of the period -- monsters, demons, revenants, and witches -- and new abilities and equipment to fight them. 1 vol, 0 pgs
2015 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00
discount: :15%rct